5827 lines
293 KiB
Plaintext
5827 lines
293 KiB
Plaintext
From tazzzzz@eecs.umich.edu Wed Jun 2 02:34:10 1993
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Return-Path: <tazzzzz@eecs.umich.edu>
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Received: from quip.eecs.umich.edu by Moskva.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1)
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with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA14016; Wed, 2 Jun 93 02:32:16 +0200
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Received: from localhost by quip.eecs.umich.edu with SMTP id AA17485 ; Tue, 1 Jun 1993 20:31:32 -0400
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Message-Id: <199306020031.AA17485@quip.eecs.umich.edu>
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To: d91jer@moskva.docs.uu.se
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References: <9306020031.AA14000@Moskva.DoCS.UU.SE>
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In-Reply-To: <9306020031.AA14000@Moskva.DoCS.UU.SE>
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Subject: Usenet Lynx Guide
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Date: Tue, 01 Jun 93 20:31:31 EDT
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From: Kevin Dangoor <tazzzzz@eecs.umich.edu>
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Sorry, but 'faq' does not seem to exist.
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-- Lynx Reviews --
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Last Updated: May 31, 1993
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-- European Soccer Challenge
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Robert Jung, the maintainer of the Lynx Frequently Asked Questions
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(FAQ) list, has reviewed every game available for the Atari Lynx. (He
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generally gets his reviews out within a day or two of a game's release in
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the States.) So that people could have a nice, handy reference to the Lynx,
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I bundled the reviews in one file in alphabetical order and have placed them
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on my mail server. The FAQ, these reviews, and the Lynx Cheats files made up
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what used to be known as the Usenet Lynx Guide. These three files are now
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available separately on my mailserver.
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-- Kevin (Tazzzzz) Dangoor
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(Internet e-mail: tazzzzz@eecs.umich.edu)
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P.S. You can reach Rob Jung through Internet e-mail at: rjung@usc.edu
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-----------------------------------------------------------------------------
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Rating values 10 - 8 Great! A value at the regular price.
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7 - 5 Good. Buy if you're interested or if it's discounted.
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4 - 2 Poor. For die-hards only.
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1 Ick. Shoot it, please.
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[APB]=========================================================================
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A.P.B.
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1 player, horizontal game
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Atari Corp., for the Atari Lynx
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$39.95
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OVERVIEW:
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Meet Officer Bob. He just graduated the other day from the Police Academy,
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and is now ready to serve and protect. It's not an easy assignment; his
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sergeant is a real hothead, and the slightest mistakes will get Bob into
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trouble. Still, if Bob works hard and plays it straight, he may someday make
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chief. But that's in the future; Bob has to go to work now -- after he gets a
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donut. Preferably chocolate.
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A.P.B. for the Atari Lynx is an adaptation of the cartoony arcade game of
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the same name. You play Officer Bob, who patrols the big city in his squad
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car. Every day, you must catch criminals big and small, while avoiding demerits
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for actions unbecoming an officer. If you get too many demerits, you are fired
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(rather painfully, too), though you can erase demerits by hard work. Along your
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career, you will have chances to earn extra rewards, upgrade your patrol gear,
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and maybe someday make the big catch.
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GAMEPLAY:
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Fans of the arcade A.P.B. will be pleased with the Lynx adaptation, as all
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of the whimsy and almost all of the original features are translated intact.
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At the start of each day, you are given a quota of traffic violators, from
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litterbugs to speeders, to arrest. On certain days, an A.P.B. (all-point
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bulletin) of an especially dangerous criminal is issued; capturing this suspect
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is worth more points. Failure to either arrest the A.P.B. or meet your quota
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will bring the sergeant's wrath, and earn more demerits.
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The actual patrol takes place on a vast overhead city map that scrolls in
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360 degrees. Violators submit easily and can be ticketed by pointing your
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crosshairs and sounding the siren, but the criminals will put up a fight, and
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require a chase to take down. Between arrests, you must keep your car filled
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with gas, grab donuts for more time, and look for various bonuses. Hints and
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tips will periodically scroll across the screen, giving warnings, game advice,
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or what mistake you just performed. In all, there is a total of about 30+
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levels to play, which keeps this game fresh for a long time.
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There are a few flaws with the game, however. First, button "B" is used as
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the accelerator; this means there is no fine speed control, and makes using the
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siren (button "A") while driving tricky. Second, the arcade bonus sequence,
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where you take a captured A.P.B. criminal and try to extract a confession, has
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been removed. Finally, the Lynx version is more sensitive to collisions than
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the arcade. If you are moving and touch another car when the siren is off, that
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counts as a demerit against you, regardless of which driver is at fault. While
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these problems are mostly minor, they do detract from the game somewhat.
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GRAPHICS/SOUND:
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The sights and sound of A.P.B. are very well done and entertaining. The
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graphics, while not always identical to the arcade versions, are distinctive,
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detailed, and appropriately silly. The 360-degree scrolling is very smooth, and
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even the cartoon sequences remain intact. Sounds are equally impressive; the
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music is identical to the arcade, while car honks and other sounds are
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realistically rendered. Then there are all the digitized voices, slightly
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scratchy, but very well done: cries for help, complaints from arrested
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violators, and the sergeant's incomprehensible mumbling when he congratulates
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you on a day well done.
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SUMMARY:
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A.P.B. on the Lynx is a decent adaptation of the original game, and offers
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a refreshing variety to video gaming. The gameplay is fair, and is enhanced
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by some very appropriate and entertaining sound and graphics. For people hooked
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on the arcade title, and players interested in a slightly silly change of pace,
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Officer Bob is waiting with a box of donuts.
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GAMEPLAY: 8
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GRAPHICS: 9
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SOUND: 9
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OVERALL: 8.5
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[AWE]=========================================================================
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AWESOME GOLF
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1-4 players, horizontal game
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Atari Corp., for the Atari Lynx
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$29.95
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Stereo? No
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OVERVIEW:
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Forget those 5:00am tee-offs, with AWESOME GOLF you can now play the links
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on the Lynx. This is a fully loaded golf game, offering three courses filled
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with obstacles, and enough challenge to keep you busy. Chipper the chipmunk
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will be your caddy and scorekeeper, so pick your club, and please replace your
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divots.
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You can play on one of three imaginary courses, for a 9-hole or an 18-hole
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game. Up to four players can ComLynx together, practice on individual holes,
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or work on a driving range. Each hole beings with an overhead map, where you
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can aim your shot as well as scroll and zoom as desired. Fourteen clubs are
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available: three woods, eight irons, two wedges, and a putter. Finally, you
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take swing, hopefully staying on the fairway and avoiding the hazards.
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GAMEPLAY:
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AWESOME GOLF is a straight, no-nonsense implementation of the game, with
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many features and game options. A game can feature three different wind
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levels, while the properties of terrain and the slope of the green must be
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kept in mind. Distances to the hole are always available, and each club's
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range, usage, and effect on the ball are accurately duplicated. Strokes are
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done with a power bar using three button presses: The first press starts the
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swing, the second press sets the strength, and the third press determines hook
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and slice. Finally, you can select the clothing, race and sex of your video
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duffer, though the only major effect is that women golfers tee off closer to
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the hole.
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There's not much else to be said -- AWESOME GOLF plays golf, and plays it
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well. As in real golf, the key to winning is a good strategy and a good
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technique. The game is helpful without being pandering; players can set
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individual handicaps, hints on clubs and aim are available to beginners, and
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the driving range reports statistics on your swing. The only gripe is with the
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multiplayer option. You must ComLynx to play against other people, though the
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game could have been designed to support multiple players on one Lynx. It's a
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trivial point, but one worth mentioning.
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GRAPHICS/SOUND:
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Graphics on AWESOME GOLF are a combination of detailed realism and light
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humor. Shots are seen from behind your player, and the ball's flight is viewed
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from overhead, all done with quality animation, detailed backgrounds, and
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smooth scrolling and scaling. Finally, cartoon stills highlight events such as
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bogeys, penalties, and birdies. On the sound side, AWESOME GOLF is fairly
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quiet, using short chimes to indicate selections and decisions. To spice
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things up, Chipper's high-pitched voice is peppered throughout, congratulating
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good strokes, laughing at blunders, and making remarks everywhere.
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SUMMARY:
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Between CHECKERED FLAG and AWESOME GOLF, the Lynx is shaping up to be a
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serious video sports system. This game captures the intricacies of the sport,
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while offering enough extras to enhance its appeal, though playing with
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friends can be a hassle. If golf is your game, AWESOME GOLF should not be
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missed.
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GAMEPLAY: 9
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GRAPHICS: 9
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SOUND: 9
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OVERALL: 9
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[BAS]======================================================================
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BASEBALL HEROES
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1-2 players, horizontal game
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Atari Corp., for the Atari Lynx
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$39.95
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Stereo? No
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OVERVIEW:
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With Atari finally increasing the number of sports titles for their Lynx
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game system, the only real question was how long it'd take for them to release
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a baseball title. Now there's BASEBALL HEROES, a portable video version of the
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American pastime. One or two coaches pick from four fictitious teams, each
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with 20 players (two in each position and four pitchers) rated in various
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attributes. Before a game, you select a team, assemble a squad of nine men,
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and arrange a batting order. They then take to the field, trying to score the
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most runs possible in nine innings. A single exhibition game is possible, or
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you can play a multiple-game "Final League" challenge. Between games, practice
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in batting and fielding is available with the "Home Run Derby" and "Three
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Flies Out" games.
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GAMEPLAY:
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This is one of the more ambitious Lynx sports games out now; BASEBALL
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HEROES tries some new ideas and to push the boundaries of portable gaming, and
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partially succeeds. The ability to select your players and adjust the lineup
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is welcome, but you must decide carefully, since there's no way to change
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either once the game starts. A wide variety of views are used, according to
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the situation: behind the batter, behind the pitcher, three-quarters overhead,
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directly overhead, and from the outfield fence, giving this game a real "you
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are there" feeling.
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The actual gameplay is respectable: infield players cover each other, and
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dives and jumps for the ball are fully supported. Batters can swing high and
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low, inside and out, while pitchers can steer the four stock pitches for
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variety. Common baseball rules and events are supported, including beaning the
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batter and wild pitches. The computer opponent is challenging but not
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completely perfect, leaving some opportunities for crafty players to exploit.
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BASEBALL HEROES is not without problems, however. The worst offender is
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the fielding, which starts with an overhead view, then switches to a "behind
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the outfielder" angle on the ball's descent. This makes judging the ball's
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location difficult, and requires lots of practice to master. Also, some of
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the controls are a little quirky, such as using the same button to throw and
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jump, and the slow swing times of the batters. There's nothing that makes the
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game unplayable, but they do detract a bit.
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GRAPHICS/SOUND:
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The graphics on BASEBALL HEROES are simply delightful. There's great use
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of animation, including little details like the umpire hunching down for each
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pitch. The batter and pitcher views feature gigantic characters that fill the
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screen, while the fielding scenes use small but manageable players running
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about. Even the player selection and lineup sequences are entertaining, with
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"trading cards" used to select and rearrange your team members, and fanciful
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logos for each team.
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The only music in the game comes from the title theme and a few simple
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tunes. The remaining sounds consist largely of digitized effects of caught
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balls, the crack of the bat, and the umpire's calls. Though the umpire's
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"strike!" is unrecognizable, and the crowd falls silent too quickly, the sound
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effects are fine overall.
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SUMMARY:
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BASEBALL HEROES is a very good translation of the sport, though not a
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perfect game. It has a few rough spots that will try some people, but for the
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most part this is a quality title and a showcase game for the Lynx.
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GAMEPLAY: 8
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GRAPHICS: 9
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SOUND: 8
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OVERALL: 8
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[BAK]========================================================================
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BASKETBRAWL
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1-2 players, horizontal game
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Atari Corp., for the Atari Lynx
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$39.95
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Stereo? No
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OVERVIEW:
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For some reason, combining basketball with violence is a popular video
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game trend -- look at ARCH RIVALS, BILL LAIMBEER'S COMBAT BASKETBALL, or
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PUNKSHOT. Now there's BASKETBRAWL, a Lynx version of the Atari 7800 title,
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with a very similar theme. You pick your character from a fixed pool of
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players, each rated according to skills and health. You then play against the
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other team, trying to score more points before the six-minute clock runs out.
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Aside from this, anything goes. Players must fight, stab, and mutilate
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their opponents for the ball, while spectators attack anyone who get too
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close. Weapons and power-up icons appear on the field, giving temporary
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benefits such as speed or renewed health. Your ultimate goal is to beat five
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other local gangs and win the championship. A password allows you to continue
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from a later point, while two players can ComLynx together for a team-up
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against the town.
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GAMEPLAY:
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Sadly, when BASKETBRAWL took away the rules, it also took away the fun.
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The problem is that neither the brawling nor the basketball aspects of this
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game are done well. Shooting consists of jabbing Button A and praying the ball
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goes in. Fight moves are limited, aiming attacks is difficult, and weapon
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effects have little variety. Defense is nonexistent; you can't block shots or
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passes, steal the ball, or resist enemy attacks. The basketball action is
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constantly disrupted by fights, and fight fans have to stop and score points
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to keep the game going.
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The overall pace is frantic and confusing. You play three times against
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each team, first with one opponent and working up to three. Two spectators
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enter the field and attack players for no reason, and a third throws knives at
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everyone. The control buttons are used to attack, kick, shoot, and throw,
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depending on who has possession. But it's difficult to tell when you have the
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ball, and you may throw it away when you were planning to attack. In the end,
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there's a lot of frenzied button-pressing but very little satisfaction.
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GRAPHICS/SOUND:
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Sights and sounds in BASKETBRAWL do little to enhance its appeal. While
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backgrounds are sufficiently detailed, the main game graphics are simple,
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crude, and poorly animated. Throw in a very choppy side-to-side scrolling, and
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game looks like a relic from the Atari 2600. The title theme music is very
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catchy, but the other game sounds are primitive and dull.
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SUMMARY:
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BASKETBRAWL takes an idea loaded with potential, then removes most of the
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excitement by combining weak sports action and weak combat action. The only
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thing to do is to wait a while longer for an authentic basketball game; Lynx
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owners may be eager for sports titles, but they're not desperate.
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GAMEPLAY: 4
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GRAPHICS: 4
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SOUND: 5
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OVERALL: 4
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[BAT]========================================================================
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BATMAN RETURNS
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1 player, horizontal game
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Atari Corp., for the Atari Lynx
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$44.95
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Stereo? No
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OVERVIEW:
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Yes, Bruce Wayne's back, in this Lynx license of the 1992 hot summer movie
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with Keaton, Pfeiffer, and DeVito. Catwoman and the Penguin have formed an
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alliance, and their plan is to defame Batman and place themselves in political
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power. Now Batman must save both the town and his reputation, while bringing
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in his opponents for their punishment.
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Closely mirroring the movie's plot, BATMAN RETURNS makes you the defender
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of Gotham City, as you run, jump, and fight through four scrolling levels.
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Your enemies are a motley crew of thugs, police, and penguins, while you fight
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back with Batarangs, acid vials, and your fists. Even with battle armor,
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Batman is a frail creature with limited health; if he takes too much damage,
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the game ends.
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GAMEPLAY:
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As the description implies, BATMAN RETURNS is an action-arcade game in the
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traditional run/jump style. You have a limited amount of Batarangs and acid
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vials, though icons throughout the game give more equipment and health. While
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the general location of enemies is fixed, their actions and appearances are
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not, making patterns impossible.
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This is a hard game, as the deck is clearly stacked against the player.
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You have one life, no continues, and no passwords to defeat a seemingly
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endless number of opponents and their various attacks. Though four levels
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might not sound like much, each level is dozens of screens large, and the high
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difficulty of this game will make finishing the first stage a major
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accomplishment.
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GRAPHICS/SOUND:
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The graphics on BATMAN RETURNS can do no wrong. Gotham City on the Lynx
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perfectly captures the unique architecture and moody atmosphere of the movie.
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The enemies are distinctive and easily identified, and Batman's acrobatic
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flips and cape-flapping jumps are among the best effects ever on a Lynx. A
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pulsating theme music plays in the background, while the majority of game
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sounds are recognizable but not noteworthy.
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SUMMARY:
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BATMAN RETURNS is a respectable action game, and the Lynx version would be
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equally enjoyable on any other platform. It offers solid action and a serious
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challenge wrapped up in a hot license, making a package that's guaranteed to
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sell more Lynxes.
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GAMEPLAY: 8
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GRAPHICS: 9
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SOUND: 6.5
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OVERALL: 8
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[BIL]========================================================================
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BILL AND TED'S EXCELLENT ADVENTURE
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1-2 players, horizontal game
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Atari Corp., for the Atari Lynx
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$39.95
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OVERVIEW:
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Who says Death doesn't bear grudges? In retaliation for getting "Melvined"
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in the second movie, the Grim Reaper has kidnapped Bill and Ted's girlfriends/
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wives/better halves, the Princess Babes. The ladies were smart, though; during
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their abduction, they scattered sheet music from the band's latest song along
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the path. Now the two guitarists from San Dimas must follow this musical trail
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through time and space, and carry out a rescue before the next Wyld Stallyns
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concert.
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BILL AND TED'S EXCELLENT ADVENTURE on the Atari Lynx is really a
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combination action/adventure game. As either Bill or Ted, you must follow the
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time trail in your interdimensional phone booth. Each area is a maze-like
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scrolling landscape, viewed from an overhead perspective, and protected by
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roaming creatures. Your basic goal is to collect enough musical notes, which
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reveals more pages of the phone book, which enables you to travel to other
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eras. Along the way, you will find objects and meet assorted historic
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figures, who ask for favors. Help them, and they return your generosity with
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further aid. For more fun, two players can ComLynx together and go traveling
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together.
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GAMEPLAY:
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It is the adventure portions of BILL AND TED'S EXCELLENT ADVENTURE where
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the game shines. Many of the puzzles must be solved by taking an item from one
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time period and using it in another. Furthermore, time paradoxes are possible
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and must be avoided. For example, if you find a note to yourself that a later
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version of you has written, you must be sure to go and leave that note, in an
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earlier time period, later in the game, for you to find in the future (get
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it?). The puzzles are robust and challenging, and solutions rely on finding
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the right object for the right situation.
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Like the movies themselves, this Lynx adventure emphasizes silly fun and
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non-violence. The guys do not carry weapons, but can subdue certain enemies by
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playing the right musical instruments. Similarly, Bill and Ted can never die.
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If you are caught by a creature, you are sent back to an earlier position, no
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worse for wear. The only problem is that the game can occasionally become
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tedious. In tight spots, you may need several tries to get pass the random
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monsters. Since the game can take a long time to finish, a detailed password
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system is offered. Unlike other Lynx games, this is a true game save feature,
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encoding your current score, location, and inventory.
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GRAPHICS/SOUND:
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The sights and sounds are serviceable, but not much more. Game graphics
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are done in a recognizable, cartoony style, with a moderate number of
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animation. There is also good use of color and detail, especially the subtle
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changes in the same lands across different eras. Sounds are not really needed,
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but the ones present are basic. Background rock music plays according to your
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current time period, but if they become irritating, you can shut them off with
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the Option 2 button.
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SUMMARY:
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|
How you feel about the Bill and Ted movies should not be a factor, as this
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game is an enjoyable package. It has a fair amount of action with lots of
|
|
rock-solid puzzle solving, and the addition of time travel offers even more
|
|
gaming potential. Though the sound and graphics are not extraordinary, in the
|
|
end BILL AND TED'S EXCELLENT ADVENTURE earns its name.
|
|
|
|
GAMEPLAY: 8.5
|
|
GRAPHICS: 8
|
|
SOUND: 6
|
|
OVERALL: 8
|
|
[BLO]======================================================================
|
|
|
|
BLOCKOUT
|
|
1 player, horizontal game
|
|
Atari Corp. for the Atari Lynx
|
|
$34.95
|
|
|
|
OVERVIEW:
|
|
Based on the original computer game by California Dreams, BLOCKOUT for
|
|
the Atari Lynx is clearly inspired by TETRIS. As in TETRIS, the object is to
|
|
rotate and position oddly-shaped blocks into a pit, dropping them so that
|
|
the pieces interlock. When a level is filled, the blocks in it are removed,
|
|
giving more space for more pieces. The longer the game lasts, the faster
|
|
pieces fall, until there's no room left to maneuver.
|
|
|
|
BLOCKOUT differs from TETRIS, though, by using all three dimensions.
|
|
Pieces can be rotated around all three axes, the pit can be of variable
|
|
size and depth, and the pieces can come in very strange shapes. Naturally,
|
|
all these features add to the complexity and challenge.
|
|
|
|
GAMEPLAY:
|
|
As in the original BLOCKOUT, emphasis is placed on gameplay over frills.
|
|
The game screen is non-nonsense, showing the pit, its contents, and the
|
|
current piece to be placed. A level indicator color-matches the layers in
|
|
the pit, and shows the depth of the current piece. Your score, the high
|
|
score for the current setup, the game settings and difficulty are also
|
|
shown. Points are scored based on the shape of the pieces and the height
|
|
they're dropped from.
|
|
|
|
BLOCKOUT is very friendly and playable, one of those games that takes
|
|
30 seconds to learn and a long time to put down. The only hitch is in the
|
|
controls; X and Y rotations can be done in any direction, but Z rotations
|
|
can only be counterclockwise. Still, this is a minor nuisance, and the game
|
|
is still fun regardless.
|
|
|
|
Several options let you customize the game. The pit size and rotation
|
|
speed of the pieces are selectable, and sounds can be toggled. Blocks can be
|
|
either flat, simple 3D, or a manic extended collection. Finally, you can
|
|
start playing from any of 10 speeds, though the longer you play, the faster
|
|
it gets. A practice mode, game demo and controls screen makes learning
|
|
painless.
|
|
|
|
GRAPHICS/SOUND:
|
|
Graphics in BLOCKOUT are appealing, though minimal. The colors and
|
|
graphics are distinctive enough to let you know what's happening at a
|
|
glance, and watching the wire-frame pieces rotate is nice. Except for a
|
|
little music between games, the sound may as well be turned off.
|
|
|
|
SUMMARY:
|
|
This is a nice, addictive, no-nonsense strategy game. Without any
|
|
patterns to memorize and several options to choose from, BLOCKOUT will keep
|
|
its freshness for quite some time. If you thought TETRIS was too simple,
|
|
give this title a try.
|
|
|
|
GAMEPLAY: 8.5
|
|
GRAPHICS: 7.5
|
|
SOUND: 7
|
|
OVERALL: 8
|
|
[BLU]======================================================================
|
|
|
|
BLUE LIGHTNING
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
You just can't help yourself. Even in the midst of war, with the enemy's
|
|
overwhelming air power, with the Air Force's best pilots gunned down like
|
|
ducks, you just can't resist the urge to goof off whenever you take to the
|
|
air. But now Central Command gets its revenge: the Blue Lightning, an advanced
|
|
fighter jet, has been developed to the experimental design stage. The top
|
|
brass needs it, but doesn't want to risk the lives of their remaining
|
|
competent pilots. Guess who's deemed expendable enough to field-test a flying
|
|
prototype in the heat of battle?
|
|
|
|
Witty storyline aside, BLUE LIGHTNING for the Atari Lynx is a first-person
|
|
air combat game in the AFTERBURNER tradition. The action is seen from directly
|
|
behind your plane as it dives and banks through nine missions. Barrel rolls
|
|
can be used to dodge enemy attacks, and a ten-second afterburner burst
|
|
provides extra speed. The Lightning is equipped with forty missiles and an
|
|
unlimited supply of cannon fire, which are used to attack enemy jets and
|
|
targets. A password for each stage allows you to start at later levels, and
|
|
the game ends when you finish the ninth mission or use up all six lives. The
|
|
only danger comes from collisions -- crash into a tree, a canyon wall, or an
|
|
incoming missile, and kiss another life goodbye.
|
|
|
|
GAMEPLAY:
|
|
BLUE LIGHTNING strikes a perfect balance between respectable difficulty
|
|
and reasonable gameplay. The action does not go at supersonic speeds, but
|
|
proceeds at a brisk pace, and the result is that you never feel "cheated" from
|
|
being destroyed by something too fast to be seen or overwhelmed with inhuman
|
|
odds. The terrain and the placement of the enemy are somewhat random, which
|
|
prevents the game from being solved by pattern development. The game starts
|
|
off easy enough, but adds more threats at a gradual rate, and you're drawn
|
|
completely into the action before long.
|
|
|
|
If there is a flaw, it's that the missions are not varied enough, as many
|
|
of the levels involve destroying various ground targets. To compensate, most
|
|
stages add extra rules to complicate matters -- For example, level 4 requires
|
|
you to destroy tanks while travelling through a twisty canyon, and you cannot
|
|
go high enough to fly over the rock walls. There are also a few minor nits:
|
|
the aim of the guns feels a little off, and enemy missiles can go through the
|
|
terrain, but these are easily adapted to and do not hamper the gameplay.
|
|
|
|
GRAPHICS/SOUND:
|
|
One major contribution to the appeal of BLUE LIGHTNING is the game's
|
|
graphics: There's a lot of incredibly diverse stuff moving on-screen at once.
|
|
>From the flight crew that preps the plane to the sheer number of terrain and
|
|
targets to see, the game graphics never feel dull. Especially impressive are
|
|
the dancing paths of the enemy's manta-like fighters and the graceful arcs
|
|
left by the vapor trails of the missiles. The Lynx's sprite engine is heavily
|
|
used, with specks on the horizon growing into hills and mesas, and flat lands
|
|
rendered with realistic disappearing perspectives.
|
|
|
|
There aren't a lot of different game sounds, but each one is properly
|
|
suited to its situation. The most persistent noise is the roar of the jet
|
|
engines, which is punctuated by cannon fire, flying missiles, the warning beep
|
|
of incoming attacks, and lots of explosions.
|
|
|
|
SUMMARY:
|
|
It's very refreshing to see a game that's a challenge without resorting to
|
|
tricks or gimmicks. Success or failure in BLUE LIGHTNING is completely based
|
|
on the player's skill, and the game is recommended for all action players.
|
|
Though the levels could use a little more variety, the user-friendly gameplay
|
|
and the sensational graphics make this title a blue-ribbon winner.
|
|
|
|
GAMEPLAY: 9
|
|
GRAPHICS: 10
|
|
SOUND: 7
|
|
OVERALL: 9
|
|
[CAL]======================================================================
|
|
|
|
CALIFORNIA GAMES
|
|
1-4 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95 (free with Lynx Deluxe package)
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
So you want fun in the sun without the hassles of zinc oxide, crowded
|
|
beaches, and the risk of skin cancer? Well, the Surgeon General has certified
|
|
CALIFORNIA GAMES for the Atari Lynx as a completely safe way to get your sand-
|
|
coated jollies. This is an adaptation of the Epyx home computer game, and
|
|
allows one to four players to compete in a number of "sport" contests for
|
|
points and bragging rights.
|
|
|
|
(Sidebar: The instruction manual says that CALIFORNIA GAMES only allows
|
|
for 1 or 2 players. ComLynxing three or four players is possible, but tricky
|
|
-- don't give up if it doesn't work initially)
|
|
|
|
There are four events in CALIFORNIA GAMES. The BMX bike race is a run
|
|
through a hilly, obstacle-infested course as fast as possible. Surfing lets
|
|
you hit the waves, doing stunts like riding the tube or 360-degree spins
|
|
before running out of time. Similarly, halfpipe skateboarding gives you a time
|
|
limit to try and perform as many handplants and aerial turns as possible.
|
|
Finally, you can play with the footbag, which consists of keeping a small
|
|
beanbag airborne using only your feet -- style counts.
|
|
|
|
GAMEPLAY:
|
|
CALIFORNIA GAMES is a card for beginning video players. The individual
|
|
games are fun at first, but all of them are fairly easy, and most dedicated
|
|
gamers will master them in a short period of time. This is especially
|
|
noticeable when playing by yourself, and the game soon becomes an exercise in
|
|
"can I beat my previous score?". More contests would have helped, as well as
|
|
options to adjust the difficulty or a "tournament" consisting of all events.
|
|
|
|
There's nothing wrong with CALIFORNIA GAMES; there's just not much to
|
|
recommend, either. Playing with other people makes it more enjoyable -- the
|
|
competition is head-to-head, and you must adjust your strategies for opponents
|
|
who are trying to trip you, run you over, or crash into your latest stunt.
|
|
This is good for some cheap laughs, but the lack of real depth in the gameplay
|
|
keeps it from retaining any permanent appeal.
|
|
|
|
GRAPHICS/SOUND:
|
|
The sound and graphics in CALIFORNIA GAMES are a good indication of what
|
|
the Lynx is capable of. Color, hue, and animation are used well throughout,
|
|
providing realistic-looking backgrounds and characters. The scrolling is
|
|
smooth, and there are a few graphic treats, like the semi-transparent tube in
|
|
Surfing, and the camera zoom in/zoom out on the Halfpipe.
|
|
|
|
Sounds are also commendable, with quality music and noises everywhere.
|
|
Each game has its own, distinctive soundtrack, and the title theme music is
|
|
suitably bouncy. Similarly, sound effects are appropriately used, each one
|
|
properly coordinated for the current on-screen action.
|
|
|
|
SUMMARY:
|
|
It's understandable why Atari includes CALIFORNIA GAMES in the deluxe Lynx
|
|
packages: It's easy, varied, non-violent (have to placate worried parents,
|
|
you know), looks and sounds well, and ComLynxable. However, with only four
|
|
basic games available, most players will want a tougher challenge soon enough.
|
|
If you don't already own CALIFORNIA GAMES, you may want to consider a
|
|
different title.
|
|
|
|
GAMEPLAY: 4.5
|
|
GRAPHICS: 8
|
|
SOUND: 8
|
|
OVERALL: 6
|
|
[CHE]======================================================================
|
|
|
|
CHECKERED FLAG
|
|
1-6 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? Yes
|
|
|
|
OVERVIEW:
|
|
It's time to strap on the helmets and head for the tracks; as the name
|
|
implies, CHECKERED FLAG presents auto racing on the Atari Lynx. The class is
|
|
Indy racing, with the ground-hugging racers that symbolize breakneck speed.
|
|
The usual elements are all here: cars to pass, curves to negotiate, and
|
|
roadside obstacles to avoid, all while trying to be the first across the
|
|
finish line. Option settings allow you to configure the game as desired, and
|
|
up to six Lynxes can be connected for a real challenge.
|
|
|
|
GAMEPLAY:
|
|
CHECKERED FLAG is an absolute joy to play! While the game offers nothing
|
|
that hasn't been done before, it implements and integrates all of its elements
|
|
effectively. There are no bonus items, pit stops, weapons, or auto design to
|
|
complicate matters; rather, the emphasis is on pure driving skills at high
|
|
speeds. Even though the promised track editor has been left out, the end
|
|
result is an extremely fun card that captures the thrills of the sport.
|
|
|
|
The action is viewed from directly behind your car. A course map, race
|
|
information, speedometer, tachometer, and rear-view mirrors are always
|
|
visible. Controls include acceleration, brakes, gearshift, and steering, all
|
|
of which feel properly responsive. The computer opponents are fairly
|
|
straightforward, though they manage to stay on the road better, and will try
|
|
to pass you whenever possible. Hitting another car or an obstacle may result
|
|
in a crash or a spinout, which costs speed and time. Take too many hits and
|
|
you might even lose your mirrors.
|
|
|
|
To make things even more interesting, the game offers numerous options.
|
|
There are 18 tracks to race on, from the slightly curvy to the very difficult.
|
|
You can drive for practice, run a single race, or go for an eight-race
|
|
tournament, and your car can be equipped with one of three different
|
|
transmissions. Up to ten human and computer racers can compete, and starting
|
|
positions can be set randomly or by a qualifying lap. For an extra touch, you
|
|
can also choose the color of your car and the gender of your driver.
|
|
|
|
GRAPHICS/SOUND:
|
|
CHECKERED FLAG's images are among the best on the Lynx. From cars to
|
|
obstacles, all of the graphics are elegant and highly detailed. The sense of
|
|
speed is very convincing, with the Lynx's hardware scaling used to make
|
|
everything fly by smoothly. Race information is clearly visible without being
|
|
obstructive, and other game screens are equally attractive.
|
|
|
|
There are not a lot of different sounds in the game, but they are used
|
|
well. Engine whines alert you to change gears, tires squeal on tight turns,
|
|
and the stereo roar of other cars remind you of pass attempts. Then there are
|
|
the little extras, like the flagman's digitized voice announcing the start of
|
|
the race and the musical scores between races.
|
|
|
|
SUMMARY:
|
|
This is a high-performance title that does nothing but pure video racing,
|
|
and does it extremely well. Crammed with exciting gameplay, fast action,
|
|
options galore, hot sound and graphics, and true multiplayer challenge,
|
|
CHECKERED FLAG is absolutely terrific!
|
|
|
|
GAMEPLAY: 10
|
|
GRAPHICS: 10
|
|
SOUND: 8.5
|
|
OVERALL: 10
|
|
[CHI]======================================================================
|
|
|
|
CHIP'S CHALLENGE
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Meet Chip. Chip is a nerd. Chip has a problem with women (natch).
|
|
|
|
Meet Melinda. Melinda is a nerdette. A good-looking nerdette, though.
|
|
|
|
Melinda has a problem. Melinda needs a date. Chip wants to take Melinda.
|
|
Melinda is not impressed. Can Chip prove himself?
|
|
|
|
Chip can try "The Challenge". Mazes. Blocks. Computer chips. Buttons.
|
|
Switches. Time limits. Thieves. Keys. Doors. Traps. Force fields. Fireballs.
|
|
Water hazards. Fire hazards. Ice hazards. Chip-eating creatures. LOTS of
|
|
creatures.
|
|
|
|
Will Chip do it?
|
|
|
|
"Sure, Melinda!"
|
|
|
|
See why Chip has a problem with women?
|
|
|
|
Welcome to CHIP'S CHALLENGE, the brain-straining strategy game for the
|
|
Atari Lynx. From a scrolling overhead view, you control Chip as he tries to
|
|
survive 144 levels filled with all sorts of dangers. The object is to find
|
|
the exit of each level and escape before time expires. Complications include
|
|
deadly monsters and hazards, as well as a number of computer chips that must
|
|
be found before you can reach the exit. Naturally, each level is a puzzle;
|
|
only by properly moving blocks, pushing buttons, building bridges, and
|
|
avoiding dangers can Chip get his date.
|
|
|
|
GAMEPLAY:
|
|
CHIP'S CHALLENGE is one of the most innovative strategy games ever
|
|
released for any system. Unlike some puzzle games, this title offers a wide
|
|
range of tasks to perform and goals to reach, and all of the puzzles are
|
|
carefully crafted to be uniquely challenging. The main objective is escape,
|
|
but the subtasks needed to accomplish this varies widely, and it's impossible
|
|
to find a universal strategy. Some levels require doing things in a certain
|
|
sequence, or repeating one motion many times over. Others have lots of
|
|
possibilites but only one answer, and still others require precise timing and
|
|
fast movement. Most levels emphasize sharp thinking over arcade action, so
|
|
players not blessed with lightning-fast reflexes will not be too intimidated.
|
|
|
|
Another thing worth mentioning is the high degree of friendliness
|
|
in this game. Chip has an unlimited number of lives, so you can redo a level
|
|
as often as needed until you solve it. If you fail too often, the game will
|
|
let you skip the current level if desired, and a password for each level
|
|
allows you to start there in future games. Best of all, the first eight
|
|
challenges are tutorials, summarizing what must be done to solve it, and
|
|
introducing new creatures and objects at a controlled pace.
|
|
|
|
GRAPHICS/SOUND:
|
|
Puzzle games generally don't need flashy sound and graphics, but CHIP'S
|
|
CHALLENGE doesn't skimp on special effects. Game visuals are small but
|
|
distinctive, allowing you to see a wide area while identifying everything at a
|
|
glance. Animation is used fairly well, and the multidirectional scrolling is
|
|
flawless. Sounds are equally well-done, with distinct effects used for
|
|
everything that can happen. Even if something happens off-screen, the sound
|
|
cues help you to keep track of everything happening on the current stage.
|
|
Finally, several "electronic" soundtracks play during the game, though they
|
|
can be turned off if needed.
|
|
|
|
SUMMARY:
|
|
The Lynx was originally designed for fast arcade-action games, but there's
|
|
no reason why it can't expand its range. With a lot of variety, a lot of
|
|
difficulty, a lot of originality, and a lot of ol'-fashioned craftsmanship,
|
|
CHIP'S CHALLENGE is a quality title and recommended for players of all kinds.
|
|
|
|
GAMEPLAY: 9
|
|
GRAPHICS: 8
|
|
SOUND: 8
|
|
OVERALL: 8.5
|
|
[CRY]======================================================================
|
|
|
|
CRYSTAL MINES II
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
What do you get when you cross DIG DUG with CHIP'S CHALLENGE? The answer
|
|
is CRYSTAL MINES II, the latest puzzle/strategy game for the Atari Lynx, and a
|
|
sequel to Color Dream's original puzzle game for the Nintendo Entertainment
|
|
System. You control a mining robot whose objective is to gather precious gems
|
|
from a series of underground caverns. You must do this while avoiding falling
|
|
rocks, wandering monsters, radioactivity, lava, and the dwindling time limit.
|
|
|
|
The robot is equipped with a digging laser and dynamite, which can be used
|
|
to fight creatures and create caverns. Meet the gem quota for a level, and
|
|
you must next find the exit to travel to another, more complex cavern. Some
|
|
caverns offer more advanced challenges, such as gravity-altering switches and
|
|
item-changing pipes. The game offers 150 regular levels and 31 hidden levels,
|
|
ensuring lots of challenge.
|
|
|
|
GAMEPLAY:
|
|
One of the best aspect of CRYSTAL MINES II is the diversity of game
|
|
elements, which all interact in consistently complex ways. Rocks, dirt, and
|
|
creatures can be explosive, indestructible, or easily disposed. Temporary
|
|
enhancements are available for use, such as a long-range laser, a map of the
|
|
current level, or protective shielding. Gathering more valuable gems can help
|
|
you meet the level's quota faster; other game elements can help or hinder your
|
|
progress, depending on how you use them.
|
|
|
|
The game elements all interact in a consistent manner, and a lot of the
|
|
time is spent learning how they interact with you and with each other. A big
|
|
reason for this is the instruction booklet (yes, the booklets are back) -- It
|
|
is deliberately general, teaching only the most basic elements of gameplay and
|
|
leaving the rest for the player to explore and discover. To make this easier,
|
|
you have an unlimited number of robots, and each level has a four-letter
|
|
password to let you play there in future games. Even better, if you take too
|
|
many tries to finish a level, the game will offer to skip it.
|
|
|
|
Though CRYSTAL MINES II is clearly a strategy title, it places a bit more
|
|
emphasis on good reflexes than other games of this genre. This is neither good
|
|
nor bad; how much you will enjoy this title depends mainly on what combination
|
|
of strategy and action you prefer. Completing a cavern relies on figuring out
|
|
how to use the features of that level to uncover gems and equipment, stop
|
|
pursuing enemies, and avoid robot-destroying dangers. Aside from the first few
|
|
introductory stages, the levels are very challenging and not easily solved.
|
|
|
|
GRAPHICS/SOUND:
|
|
The sights and sound of CRYSTAL MINES II are simply functional, and no
|
|
more. The main game graphics are drawn with grid-oriented components, with
|
|
little or no animation. On the other hand, game features with similar
|
|
properties are drawn similarly, making it easier to predict how they will
|
|
react. Similarly, music and sounds are all very basic. Most of the noise comes
|
|
from the title theme, which plays throughout the game, though it can be
|
|
toggled off with Option 2. Other game sounds are generic, though distinctive
|
|
from each other.
|
|
|
|
SUMMARY:
|
|
CRYSTAL MINES II borrows a lot from earlier puzzle games, especially
|
|
BOULDER DASH and CHIP'S CHALLENGE, and produces a decent challenge to both the
|
|
mind and the reflexes. Though it won't win any awards for special effects, the
|
|
large number of demanding levels and the wide array of game elements make
|
|
this a respectable title for any strategy game player.
|
|
|
|
GAMEPLAY: 9
|
|
GRAPHICS: 6
|
|
SOUND: 5
|
|
OVERALL: 7.5
|
|
[DIR]======================================================================
|
|
|
|
DIRTY LARRY: RENEGADE COP
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
The story sounds familiar, almost like it came from a movie: Detective
|
|
Larry has just gotten chewed out by the chief, then sent off to bring in Mr.
|
|
Snuff, first lieutenant to the city's kingpin of crime. The big man doesn't
|
|
like this, though, and sends his legions of psychopaths and gang members to
|
|
stop the cop. Larry's got a simple answer to crime scum -- he wields his .45
|
|
and blows it away. But can even "Dirty" Larry survive long enough to deal with
|
|
Mr. Big once and for all?
|
|
|
|
That's Larry, not Harry, but you get the idea. DIRTY LARRY: RENEGADE COP
|
|
puts you in the shoes of a hard-boiled gumshoe who walks, jumps, and ducks
|
|
through seven side-scrolling stages, fighting everyone in sight. Larry's fists
|
|
are always available, but he's equally proficient with handguns, rifles, and
|
|
grenades. You have one life to live, and once you lose it, the game ends. For
|
|
your sake, Larry can take a number of hits, and icons found along the way will
|
|
restore some of his health.
|
|
|
|
GAMEPLAY:
|
|
There's a difference between game pace and game speed. Someone at Atari
|
|
got the two confused, and decided to make DIRTY LARRY a high-speed title, a
|
|
move that effectively ruins the game balance. The computerized criminals
|
|
attack far too quickly, and Larry has no effective way to protect himself or
|
|
dodge attacks. His only recourse, therefore, is to shoot the criminals before
|
|
they come close, meaning that Larry's fine as long as he has ammunition. Once
|
|
he's out, he gets trounced.
|
|
|
|
Larry himself is also too fast; a typical player can fly through a scene
|
|
in three minutes or less. The game has only seven levels, and the criminals,
|
|
extra ammo, and health icons all appear in a fixed order. Combine all of these
|
|
factors, and this card soon becomes a test in how well the player can memorize
|
|
appearances and conserve bullets. A savvy player can finish this title without
|
|
too much effort, but that same player would not care for the game's too-short
|
|
duration.
|
|
|
|
GRAPHICS/SOUND:
|
|
Weak as the game is, the graphics in DIRTY LARRY are no slouch, and put
|
|
some other titles to shame. The sprite animation is only average, but the
|
|
graphics feature incredible use of color and detail: shadows in the alleys,
|
|
lights rushing by in the subway, torn wallpaper, and lots more. A few animated
|
|
intermissions advance the plot as well. Sound effects, though, are not half as
|
|
impressive. The title theme is above average, but actual game sounds consist
|
|
mostly of gunfire, assorted thuds, and a few miscellaneous effects.
|
|
|
|
SUMMARY:
|
|
Conceptually, DIRTY LARRY had the ingredients to be a easy, no-nonsense
|
|
action title. Unfortunately, the game balance got thrown out of sync, and the
|
|
final result lies in video limbo: young players will be turned off by the
|
|
difficulty of the game, and experienced gamers will finish it too quickly.
|
|
|
|
GAMEPLAY: 5.5
|
|
GRAPHICS: 8.5
|
|
SOUND: 5.5
|
|
OVERALL: 5.5
|
|
[DRA]======================================================================
|
|
|
|
DRACULA THE UNDEAD
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
If Bram Stoker were alive today, would he have written "Dracula" as an
|
|
interactive novel? Atari thinks so, and their reinterpretation of the horror
|
|
classic is DRACULA THE UNDEAD, a gothic adventure for the Lynx. You play the
|
|
part of Jonathan Harker, who is visiting Count Dracula to conduct real estate
|
|
business. As the story begins, Jonathan has awakened from an overnight sleep
|
|
at Dracula's castle, ready to work. However, the Count has affairs to attend
|
|
to, and will be gone until the evening. With a day of waiting and no Lynx to
|
|
spend the time, Jonathan decides to explore Dracula's quaint home. In your
|
|
travels, you will discover many unusual secrets; your goal is to escape with
|
|
evidence proving that Dracula is a danger to mortal men and possibly destroy
|
|
the Count himself. Of course, Castle Dracula is filled with danger, not the
|
|
least of which is its tall, imposing owner...
|
|
|
|
GAMEPLAY:
|
|
As the plot summary attests, DRACULA THE UNDEAD is not your ordinary video
|
|
game. If nothing else, its gets credit for diverting from the usual sword-and-
|
|
sorcery fantasy scenario. Game control is similar to the method in computer
|
|
adventures such as KING'S QUEST and THE ADVENTURES OF MONKEY ISLAND: each room
|
|
is a graphic image, and you use the joypad to move Jonathan around and explore
|
|
it. Complex actions are done by choosing verbs and nouns from a scrolling
|
|
window to form commands like "examine drawers", "open door", or "use lamp with
|
|
tinderbox". Room features that you can interact with are indicated by having
|
|
its name appear on-screen when you pass by it. You can also talk to people by
|
|
selecting your dialogue from a number of sentences.
|
|
|
|
The actual adventure is a fairly challenging affair, though a little bit
|
|
linear. Many times, there are several possible goals, but usually only one
|
|
will lead to progress which advances the plot. Puzzles are not easily solved,
|
|
and often nothing can be done without a certain item that you haven't found
|
|
yet. Hints are few, coming from Jonathan's musings and an occasional
|
|
narrative from Bram Stoker, and red herrings abound. It is also possible to
|
|
finish the game without winning it, since Jonathan must make enough notes to
|
|
build a convincing case against Dracula. The game assumes a little knowledge
|
|
of vampire lore, but nothing too complex, while dialogue and descriptions are
|
|
brief but appropriate.
|
|
|
|
There are only two weak points with DRACULA THE UNDEAD, the first being
|
|
the control scheme. Each room is shown from a single viewpoint, with the LCD
|
|
screen being one of the walls, so some features are unseen, either because
|
|
they're off-camera or part of the screen "wall". Since their names appear when
|
|
Jonathan approaches them, it's only a minor nit, and enforces the need to
|
|
explore rooms thoroughly. The greater flaw is the lack of a save-game feature.
|
|
You must finish this game in one sitting; the game disables the automatic
|
|
shut-off feature of the Lynx, but if you haven't finished this title already,
|
|
it's best to play with an AC adaptor.
|
|
|
|
GRAPHICS/SOUND:
|
|
DRACULA THE UNDEAD is drawn in shades of brown and tan, using impressive
|
|
"brownscaled" images that look almost like digitized aged photographs. Most of
|
|
the animation comes from Jonathan walking around, with a little gratuitous
|
|
scaling as he moves towards and away from the player. The game is sprinkled
|
|
with animated scenes, such as the conversations with other characters, and
|
|
Bram Stoker flipping pages while reading the latest plot twist.
|
|
|
|
Sound effects are a respectable mix of machine-generated and digitized
|
|
effects, such as creaking doors and the howl of wolves, but they are few and
|
|
far between. Instead, the game's most consistent sound is a moody background
|
|
tune that plays continuously. It can be disabled with the Option 2 button if
|
|
it proves wearisome, however.
|
|
|
|
SUMMARY:
|
|
DRACULA THE UNDEAD offers traditional adventuring fare with an unusual
|
|
premise, with enough challenge and appeal to satisfy most adventurers. The
|
|
inability to save a game in progress hurts, but dedicated players who are
|
|
willing to live with this flaw are encouraged to give the Count a visit.
|
|
|
|
GAMEPLAY: 7.5
|
|
GRAPHICS: 9
|
|
SOUND: 6
|
|
OVERALL: 7.5
|
|
[ELE]======================================================================
|
|
|
|
ELECTROCOP
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Inspired by various science-fiction movies popular with the masses, in the
|
|
near future the worldwide conglomerate known as Megacorp developed you, the
|
|
Electrocop. As the only one of your kind, you have tirelessly served the
|
|
public interest, and today you have been summoned with a crisis: The
|
|
President's daughter has mysteriously disappeared, and is believed to be
|
|
kidnapped.
|
|
|
|
Megacorp's intelligence net says that she is being held in an abandoned
|
|
warehouse by a new robotic creation called the Criminal Brain. Worse, the
|
|
place has been rendered impregnable with an array of traps, weapons, and
|
|
computer-sealed doors. Megacorp deems that only you, with your superior
|
|
design, security countermeasures, and total loyalty can breach this fortress.
|
|
You have one hour to search the building, survive the dangers within, and
|
|
confront this mysterious being to find the truth behind these happenings.
|
|
|
|
GAMEPLAY:
|
|
When everything is said and done, ELECTROCOP is a real-time action-
|
|
adventure game presented in a three-dimensional view. Each level of the
|
|
warehouse is a maze, with drones and weapons to be destroyed and exits to be
|
|
found. You are initially equipped with a laser gun, but can find more powerful
|
|
weapons throughout the game. Many of the passages contain computer-locked
|
|
armored doors, which are opened when the proper security code is given.
|
|
Computer terminals also allow you to repair wounds, fix damaged weapons,
|
|
search for security codes, or play simple video games to pass the time.
|
|
|
|
That's the entire game, and that's the problem. ELECTROCOP is fairly
|
|
limited in its gameplay; the only real adventuring aspects are in opening
|
|
doors and exploring the levels. There are weapons to find and enemies to
|
|
fight, but most of them can be defeated by simply firing like mad. Worse,
|
|
there is little randomness to the game -- the layouts of the levels and the
|
|
combinations to the doors never change, making this title very prone to
|
|
memorization. Most of the time with this title will be spent constantly
|
|
mapping levels and cracking codes, and as with many adventure games, once
|
|
ELECTROCOP is solved, there is little incentive to play it again.
|
|
|
|
GRAPHICS/SOUND:
|
|
ELECTROCOP is played with a 3D perspective view, shown as a camera that
|
|
tracks you everywhere. This result in some of the most eye-popping effects
|
|
ever seen in a video game; you run not only left and right, but also into and
|
|
out of the action, an effect unduplicated by any other video game. Quality
|
|
graphics are everywhere, from the detailed, smooth-scaling graphics to the
|
|
cinematic sequences at the start and the end of the game. The only problem is
|
|
that your character is too large; you don't see enough to your left and right,
|
|
producing a "tunnel vision" effect.
|
|
|
|
Sounds are a little more mixed, but still impressive. Actual game sounds
|
|
consist of explosions, weapons fire, and assorted bells and warning klaxons,
|
|
all done nicely. What steals the show, though, is the music: there are a
|
|
number of high-quality soundtracks, from classical to rock, all capturing the
|
|
intense tempo of the game itself. The futuristic title theme is especially
|
|
catchy, and runs throughout much of the game.
|
|
|
|
SUMMARY:
|
|
This card was a brilliant concept that didn't completely clicked; the race
|
|
against the clock and the real-time exploration/combat elements are hampered
|
|
with uninspired gameplay and little variety. ELECTROCOP's stunning visuals and
|
|
sounds make it fun to watch, but whether you'd buy a game for its razzle-
|
|
dazzle is a personal decision.
|
|
|
|
GAMEPLAY: 6
|
|
GRAPHICS: 9
|
|
SOUND: 9
|
|
OVERALL: 7.5
|
|
[EUR]=========================================================================
|
|
|
|
EUROPEAN SOCCER CHALLENGE
|
|
1-2 players, horizontal game
|
|
Telegames, for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Telegames, one of the first third-party developers, returns after a
|
|
prolonged absence with EUROPEAN SOCCER CHALLENGE, a portable version of the
|
|
world's most popular sport. From a side-scrolling stadium seat, one or two
|
|
players each control an 11-player team, picking from over 130 teams in 36
|
|
European countries. Game options allow changing the control scheme, setting
|
|
the length of matches, and entering passwords to resume earlier tournaments.
|
|
|
|
GAMEPLAY:
|
|
After a string of disappointing sports games on the Lynx, I'm pleased to
|
|
say that EUROPEAN SOCCER CHALLENGE is a playable, well designed, quality
|
|
title. The amount of detail crammed into this card is incredible. Each country
|
|
has a stable of two to eleven teams, each with its own name, players, and
|
|
attributes. The team you pick does make a difference; players run, steal, and
|
|
defend better depending on who you pick. Unfortunately, there's no way to see
|
|
a team's abilities, so experimentation is necessary to find the better crews.
|
|
|
|
The full gamut of soccer rules and actions are implemented, including
|
|
tackles (stealing), throw-outs, and penalty flags to remove aggressive
|
|
players. Controls are responsive, though a little complicated. A team's goalie
|
|
is operated by the computer, who blocks and acts intelligently. User control
|
|
goes to the player nearest the ball, and uncontrolled teammates follow a
|
|
standard formation selected before the match. Kicking is done with the A and B
|
|
buttons for high and low kicks. Holding down a button lets you aim and set the
|
|
strength, allowing you to run one way and kick in another. The overall action
|
|
is brisk, and following the game is not difficult.
|
|
|
|
For comparative purposes, EUROPEAN SOCCER CHALLENGE is much more enjoyable
|
|
than Atari's WORLD CLASS SOCCER cartridge. There are a few quibbles, though
|
|
they are minor. Because control automatically goes to the man closest to the
|
|
ball, there is the possibility for confusion when it enters a crowd, and
|
|
chasing the ball carrier can be tricky. The instructions are also a bit
|
|
confusing, and assumes the reader has a thorough understanding of how to play
|
|
soccer. These make learning and playing the game a little more difficult than
|
|
necessary.
|
|
|
|
GRAPHICS/SOUND:
|
|
Sights and sounds on EUROPEAN SOCCER CHALLENGE are vastly schizophrenic.
|
|
The graphics are consistently wonderful, as game screens everywhere are done
|
|
with great use of detail and colors. Sprites are moderately small, allowing
|
|
for a wide view of the surrounding area while still showing sufficient detail.
|
|
The animation of players is average, but the actions depicted are numerous and
|
|
realistic. Scrolling is fast, although sometimes a little jumpy.
|
|
|
|
In stark contrast, sounds are dismally dull; aside from a short musical
|
|
loop between games, the only noises are a shrillish whistle and the quiet thud
|
|
of a ball being kicked. There are no fanfares, no crowds, no other sounds to
|
|
add to the experience.
|
|
|
|
SUMMARY:
|
|
EUROPEAN SOCCER CHALLENGE is a very respectable version of the popular
|
|
sport. The sophisticated gameplay, quality design, and crisp controls are
|
|
complimented by some very elegant graphics. Non-soccer fans won't be swayed,
|
|
but enthusiasts will find this title very enjoyable.
|
|
|
|
GAMEPLAY: 8.5
|
|
GRAPHICS: 9
|
|
SOUND: 4.5
|
|
OVERALL: 8
|
|
[FID]========================================================================
|
|
|
|
THE FIDELITY ULTIMATE CHESS CHALLENGE
|
|
1-2 players, horizontal game
|
|
Telegames, for the Atari Lynx
|
|
$39.95
|
|
|
|
OVERVIEW:
|
|
We all knew it would happen, sooner or later. After all, even
|
|
portable video gamers cannot live on action-arcade titles alone. Now
|
|
filling a void, Telegames Inc. has released THE FIDELITY ULTIMATE CHESS
|
|
CHALLENGE for the Atari Lynx. There's not much that needs to be said,
|
|
really; this is a one- or two-player version of (Western) chess,
|
|
following all of the standard rules for the game. If you don't know how
|
|
to play chess, get a different game.
|
|
|
|
(Quick note: Though this game seems to be packaged and distributed by
|
|
Atari, there are enough signs that this is an independent developer's
|
|
effort. Everything on this game is credited to Telegames Inc., so all
|
|
praises and criticisms must fall squarely on their shoulders...)
|
|
|
|
GAMEPLAY:
|
|
What does this version of chess offer? FIDELITY CHESS (for short)
|
|
lets one or two players play chess with a _single_ Lynx. The computer
|
|
offers 17 levels of difficulty -- 8 levels based on search depth, 8
|
|
levels based on analysis time, and an "ultimate" level using unlimited
|
|
time and searching. You can ask the computer for hints, force it to make
|
|
a move immediately, and take back moves (up to 100 full moves can be
|
|
taken back). The board offers gold and silver pieces on a 2-D or 3-D
|
|
board, and game sounds, messages, and other features can be toggled and
|
|
selected during a game. Finally, the entire current chess game is logged
|
|
in standard chess notation, and can be reviewed, along with a running
|
|
count of the players' scores (based on pieces remaining).
|
|
|
|
The most important question, naturally, is how well FIDELITY CHESS
|
|
plays the game. Though I enjoy the game, I don't claim to be a chess
|
|
expert; however, the Lynx appears to play a very respectable game. For a
|
|
test, I pitted FIDELITY CHESS (on the Lynx's 65C02) versus the computer
|
|
game BATTLE CHESS (on a 68000). Although the Lynx took longer to make
|
|
decisions deeper into the game, it ultimately checked and mated in 23
|
|
moves. With "ultimate" mode, FIDELITY CHESS may just be almost impossible
|
|
to defeat. On higher levels, it can take quite some time for the computer
|
|
to make a move. To counteract this, the Lynx's automatic shutoff feature
|
|
is disabled.
|
|
|
|
A few minor quibbles with the game. Control response is the most
|
|
sluggish I've ever seen in a Lynx game. Specifically, response to button
|
|
presses are not always instantaneous, for some reason. Also, while there
|
|
is an icon-driven Setup screen to help you set options, not all features
|
|
are available. Without reading the manual, you'd need an accident to find
|
|
out about features such as taking back a move (press A and B
|
|
simultaneously).
|
|
|
|
There is one large flaw in FIDELITY CHESS, however: The game has no
|
|
"board set up" feature. The manual suggests that you can set up a game by
|
|
playing a two-player contest to the desired point, then switching to a
|
|
one-player game; however, I find this suggestion cumbersome and
|
|
unfriendly. Essentally, then, you must either finish a game at one
|
|
sitting, or log all the moves to recreate (and continue) a game at a
|
|
later time. Very dissappointing.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics and sound on FIDELITY CHESS are functional, but nothing
|
|
more. That's fine, though; flashy graphics and noises can be a
|
|
distracting irritant if done improperly. The chess pieces in both 2-D and
|
|
3-D mode are clear and distinctive (though a little large in 3-D mode, in
|
|
my opinion). Sounds are similarly sparse; aside from a musical ditty
|
|
played at the title page, the only noises available are the chimes that
|
|
are played when a piece is moved, or a message is displayed.
|
|
|
|
SUMMARY:
|
|
Telegames has made a respectable entry into the Lynx game market with
|
|
this title. As a chess game, THE FIDELITY ULTIMATE CHESS CHALLENGE fits
|
|
the bill. It plays a strong, challenging game, though it presumes some
|
|
knowledge of chess on your part. The lack of a board set-up option,
|
|
however, is inexcusable; it could have been added with very little
|
|
effort. However, if you can live with this omission, and want to play
|
|
chess on the go, then FIDELITY CHESS is a good solution.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 6
|
|
SOUND: 6
|
|
OVERALL: 7
|
|
[GAT]=========================================================================
|
|
|
|
GATES OF ZENDOCON
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Let's skip the story already -- there's only so many ways to set up a
|
|
horizontal-scrolling, shoot-everything-in-sight video game, which is what
|
|
GATES OF ZENDOCON is. Your mission is to fly your spaceship through various
|
|
scrolling lands, firing lasers and dropping bombs to destroy everything in
|
|
your way. There are power-up weapons, but they are few and far between, and a
|
|
password feature lets you start the game at any selected level. The ultimate
|
|
goal is to stay alive long enough for the final confrontation with Zendocon, a
|
|
giant alien who looks like a disembodied brain.
|
|
|
|
There are a few interesting wrinkles to this title. The game features 51
|
|
levels, but you do not go through them linearly. Instead, each level has one
|
|
or more "gates", and the next stage you go to depends on which gate you exit
|
|
through. Any path you choose will eventually take you to the end, but some
|
|
routes are longer and/or harder than others. Your ship has a temporary shield
|
|
to repel most attacks, and you can suffer up to three hits before dying. The
|
|
first two hits take away your shield and your laser, respectively, and those
|
|
can be repaired at the end of a level. Finally, the game can be played in
|
|
either "Easy" or "Hard" mode, where the action is twice as fast and the score
|
|
is 100 times greater in "Hard" mode.
|
|
|
|
GAMEPLAY:
|
|
As the first side-scrolling shoot-'em-up game for the Atari Lynx, GATES OF
|
|
ZENDOCON is not bad. True, there's nothing that's really innovative about the
|
|
game, but it does offer a lot of action. One big reason for this is the vast
|
|
number of different enemies and levels in the game: You're attacking and
|
|
attacked by everything from UFOs, columns of flame, and giant insects to
|
|
robotic walkers, space lizards, and rolling missile launchers. Each enemy
|
|
behaves differently, attacks differently, and have different vulnerabilities.
|
|
Similarly, the 51 levels are set in some very diverse locations -- beneath the
|
|
ocean, over futuristic cities, in caverns, and more.
|
|
|
|
Many of the enemies appear and attack in predictable times, but there is a
|
|
fair amount of randomness to the action. The game difficulty is fairly
|
|
consistent, and the game as a whole is an above-average challenge. Some levels
|
|
are easier than others, but not by too much. It's worth noting that many
|
|
people will find that the "Easy" mode is too easy; the pace of the game is
|
|
half as slow as the typical arcade game, and today's dedicated players will
|
|
breeze through it without too much effort. The "Hard" mode, however, will suit
|
|
these pros just fine.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics in GATES OF ZENDOCON are adequate, with a fair use of detail
|
|
and color, but they don't completely feel right for the title. Many of the
|
|
game elements look simple and cartoony, instead of the sleek and rugged
|
|
futuristic appearance traditionally associated with these games. Sounds are
|
|
also a mixed bag. The good news is that the game features several musical
|
|
scores, each one uniquely appealing in its own way. On the other hand, actual
|
|
game sounds are mostly uninspiring, consisting mostly of explosions and the
|
|
firing of your ship's laser. Worse, the sounds of combat drown out some of the
|
|
music, which detracts. There is also a short digitized laugh at the start of
|
|
the game, but nothing truly noteworthy.
|
|
|
|
SUMMARY:
|
|
This game makes a strong argument for not judging a book by its cover.
|
|
Underneath the average graphics and average sound is a well-rounded, pretty
|
|
diverse action game just waiting to be discovered. There is very little that
|
|
hasn't been seen before, but for players who are looking for a stereotypical
|
|
"shoot it if it moves" title (and there are enough of those out there for any
|
|
platform), GATES OF ZENDOCON is a good buy.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 6.5
|
|
SOUND: 7
|
|
OVERALL: 7.5
|
|
[GAU]======================================================================
|
|
|
|
GAUNTLET: THE THIRD ENCOUNTER
|
|
1-4 players, vertical game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
No, you're not mistaken. GAUNTLET: THE THIRD ENCOUNTER is _not_ a Lynx
|
|
adaptation of any of the GAUNTLET arcade games. Instead, this was originally a
|
|
similar game developed by Epyx called TIME QUESTS AND TREASURE CHESTS. When
|
|
Atari bought the rights to the Lynx, they gave it a quick name change in hopes
|
|
that the GAUNTLET title would enhance its market appeal.
|
|
|
|
In any event, the game pits you and up to three companions against the
|
|
demonic hordes of an abandoned castle. Players can choose to be one of eight
|
|
characters, each of whom is rated differently in speed, strength, fighting
|
|
skill, and health. Your objective is to fight through a dungeon of 40
|
|
maze-like levels, and retrieve a mysterious Star Gem of immense power. Along
|
|
the way, you will find food, treasure, keys, magic potions and scrolls, and
|
|
computer terminals(!) which offer information and sell supplies. You lose
|
|
health from time and attacks, and die when it disappears. The action is seen
|
|
from a scrolling overhead map, along with a second window that provides a
|
|
first-person view of the action.
|
|
|
|
GAMEPLAY:
|
|
One new twist to the gameplay in GAUNTLET: THE THIRD ENCOUNTER is
|
|
inventory management. Everything your character finds is carried along until
|
|
used, though there is a limit to how much you can tote. It's possible, for
|
|
instance, to drop pots of gold and "build" a protective wall to shield your
|
|
adventurers from nearby threats. The game itself is fairly difficult, as
|
|
survival depends on both minimizing your damage and on managing your food
|
|
supplies. There is also quite a bit of creativity and variety throughout --
|
|
opponents include multiplying slime creatures, falling stalactites, and
|
|
robots, and your character choices range from cowboys to pirates to nerds.
|
|
|
|
Unfortunately, these points are counterbalanced by a number of criticisms.
|
|
Since levels are presented in a fixed order, and the location of their
|
|
contents never change, the game becomes static and predictable. The arcade
|
|
frenzy has slowed down a bit, due to monsters who will not attack until you
|
|
either strike first or approach close enough. Worse, if a creature touches
|
|
your character, the monster disappears, reducing the overall difficulty.
|
|
Progress can often be made by standing still and holding down the attack
|
|
button, which reduces the strategy needed and increases the repetitive
|
|
atmosphere.
|
|
|
|
The orientation of the game is worth a few extra words. Used properly,
|
|
vertically-oriented games can add to the fun, giving a taller viewing window
|
|
into the action. Here, it feels more like a gratuitous demo of the Lynx than
|
|
an aid to gameplay, as the display could be rearranged for a horizontal setup
|
|
with no loss of data. Worse, the bright backgrounds used in some levels have
|
|
been known to cause eyestrain and headaches in some players when played for
|
|
long periods.
|
|
|
|
GRAPHICS/SOUND:
|
|
The sights and sound of GAUNTLET: THE THIRD ENCOUNTER are pretty average,
|
|
neither highly appealing nor truly repulsive. Game graphics are small but
|
|
varied and clearly recognizable, though animation is at a minimum. Scaling is
|
|
used in several places, but not to great effect, and the first-person-
|
|
perspective "action window" does little to enhance the game. Sounds are also
|
|
short and varied, consisting mainly of clips indicating the attacks used by
|
|
the monsters and your players. A low-key background tune plays throughout the
|
|
game as well.
|
|
|
|
SUMMARY:
|
|
This cartridge offers some good points and some bad points, coming to rest
|
|
as an average game. Several more refinements would have been welcome, but as
|
|
it is now, whether or not you should get GAUNTLET: THE THIRD ENCOUNTER depends
|
|
on whether you can tolerate its weaknesses.
|
|
|
|
GAMEPLAY: 5
|
|
GRAPHICS: 7
|
|
SOUND: 6
|
|
OVERALL: 5.5
|
|
[HAR]======================================================================
|
|
|
|
HARD DRIVIN'
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
HARD DRIVIN' for the Lynx is an adaptation of the Atari Games arcade
|
|
racing title. The objective is to drive your performance sports car around a
|
|
track, while dodging traffic and trying to finish each lap as fast as
|
|
possible. Also, the track is divided into a speed course and a stunt course,
|
|
which allow you to go at top speeds or try to survive death-defying jump ramps
|
|
and banked curves. Race well enough and you can challenge the last champion in
|
|
a head-to-head duel.
|
|
|
|
What makes this different, though, is that HARD DRIVIN' is a true driving
|
|
simulator. You can drive anywhere on the field, and your car has weight,
|
|
momentum, and inertia, just as in the real world. Turn too hard and the car
|
|
will skid, which becomes a spinout if you don't countersteer in time. Taking a
|
|
jump at the wrong speed will result in a fiery collision, and approaching a
|
|
loop too slowly is certain suicide.
|
|
|
|
GAMEPLAY:
|
|
HARD DRIVIN' is a straightforward game. Your sportster has four speeds
|
|
with reverse, with either an automatic or manual transmission. The action
|
|
takes place from within your car, complete with working instruments, while the
|
|
track is drawn with filled 3D polygons. The speed track is mostly flat, with
|
|
long stretches of curves, while the stunt track offers a drawbridge jump,
|
|
banked curve, and other dangers.
|
|
|
|
Surprisingly, game speed is not a problem with this game. One would expect
|
|
that the complex mathematics of the physics and polygon graphics involved
|
|
would slow HARD DRIVIN' to a crawl, but it doesn't. While it is not as fast as
|
|
the home computer and Genesis versions, the speed of the action is not enough
|
|
of a problem to affect gameplay.
|
|
|
|
What does anchor HARD DRIVIN' from greatness on the Lynx are two problems,
|
|
both unexpected. The first problem is in the "feel" of your car; it's hard to
|
|
tell exactly where your edges are in the game's universe. Extra room is needed
|
|
when tailing or passing another car, or else a crash occurs. Similarly, a
|
|
healthy dose of paranoia towards road obstacles will improve survivability.
|
|
|
|
The other, more critical problem is in the game's controls. Steering,
|
|
accelerating, and braking are incredibly sensitive, to the point where
|
|
playability is severely hampered. Anything more than a tap on the joypad will
|
|
send you on a sharp turn, and the car's speed rises and falls faster than you
|
|
would expect. With the manual transmission, it's even more confusing, with
|
|
Option 1 and Option 2 used to shift gears. Players will need a lot of time and
|
|
patience to become comfortable with the controls.
|
|
|
|
GRAPHICS/SOUND:
|
|
The visuals of HARD DRIVIN', though not perfect, are simple and effective.
|
|
The filled polygon effects are done well, while retaining enough detail, and
|
|
help to enforce the sense of realism in the game. The instant replay scenes
|
|
are the best part of the game, using reverse angles to accurately duplicate
|
|
the conditions of your latest crash. Aside from a title song, the main game
|
|
sounds are the roar of the engine and a few digitized clips.
|
|
|
|
SUMMARY:
|
|
Converting the complexities of the arcade HARD DRIVIN' is a difficult
|
|
task; what makes the Lynx version especially disappointing is that its
|
|
shortfalls could have been prevented. The sensations of the arcade are
|
|
duplicated well, but unweildly controls reduce this title to only a moderate
|
|
game. While the Lynx version is still playable, only the most dedicated HARD
|
|
DRIVIN' enthusiasts will derive the most pleasure from it.
|
|
|
|
GAMEPLAY: 6
|
|
GRAPHICS: 8.5
|
|
SOUND: 6
|
|
OVERALL: 6
|
|
[HOC]=======================================================================
|
|
|
|
HOCKEY
|
|
1-2 players, horizontal & vertical game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
It's a cold fact that the current Lynx library is short in sports titles.
|
|
This trend is fading, however, first with AWESOME GOLF and CHECKERED FLAG, and
|
|
now with HOCKEY for the Lynx. As the title indicates, this is a portable
|
|
version of the winter sport, and an unofficial translation of MARIO LEMIEUX
|
|
HOCKEY on the Sega Genesis. The action is seen from a mid-court arena seat, as
|
|
one or two players lead a team of five skaters and a goalie, trying to score
|
|
as many points as possible over three periods. All of the familliar elements
|
|
of hockey are here: face-offs, tiebreaker shootouts, two-minute penalties, and
|
|
the obligatory fistfights.
|
|
|
|
GAMEPLAY:
|
|
Lynx HOCKEY contains enough statistics and options to satisfy most
|
|
players. Periods can be 5 or 10 minutes long, the computer opponent can be set
|
|
to easy or normal play, and rules, penalties, and fights can be toggled on or
|
|
off. There's a league of 22 teams, with each team rated in abilities like
|
|
skating speed, defense, and goalie skills. The default settings are modelled
|
|
after the 1991 NHL, but you can rearrange or randomize the league, and an
|
|
eight-letter password keeps track of the new ratings. If you're not in the
|
|
mood for a long game, you can practice the fighting and shoot-out sequences.
|
|
|
|
The actual hockey contest is a one-game bout, with no provisions for
|
|
season play or a tournament. While you control one player, the computer
|
|
handles the rest of the team reasonably well. Player selection (with OPTION 1)
|
|
and puck-passing (with button B) are managable, but shooting for the goal is
|
|
quirky. To shoot, button A is tapped once or twice and aimed with the control
|
|
pad, a system that's more complicated than it sounds. Scoring is possible, but
|
|
you'll need some time to get the hang of the system.
|
|
|
|
Gameplay is brisk, though you might briefly lose track of the puck in a
|
|
crowd. The computer opposition plays very well even on the easy setting, and
|
|
tends to rush your goalie for a quick score. When enabled, fights can occur
|
|
fairly often, but you can choose not to enter them. Common hockey penalties
|
|
are supported, such as offsides and the two-line pass, but the loser of a
|
|
fight is punished, which is inaccurate. Several screens of game stats are
|
|
available any time, covering trivia like "number of successful checks" and "%
|
|
of time on offense". The shoot-out sequence at the end of a tied game is worth
|
|
mentioning: the Lynx is held vertically as each team takes four shots at the
|
|
opponent's goal.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics of HOCKEY are reasonable. The best scenes are before the game
|
|
starts, with player poses and digitized scenes shown while selecting teams and
|
|
options. The rink holds small but recognizable players, a referee, and an even
|
|
smaller but workable puck, along with game scores and clocks. The scrolling is
|
|
a little jumpy and could have been better, and the near-digitized fights are
|
|
detracted with cartoon-like special effects.
|
|
|
|
In contrast, sounds offer little worth mentioning. Aside from a stirring
|
|
title theme, music consists of short, simplish renditions of the American and
|
|
Canadian National Anthems, and assorted rally tunes. The game is often quiet,
|
|
with bland effects, simple sirens and whistles, and an unnatural silence from
|
|
the crowd.
|
|
|
|
SUMMARY:
|
|
HOCKEY on the Lynx is a good, but not great, video version of the sport.
|
|
A few minor flaws, like the quirky shooting controls and the lackluster sound
|
|
effects, keep it from doing better. Still, for Lynx sports fans who can bear
|
|
its weak points, this card is a good buy.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 7
|
|
SOUND: 5.5
|
|
OVERALL: 7
|
|
[HYD]========================================================================
|
|
|
|
HYDRA
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
You are known as Hydra, though no government will admit you exist. You are
|
|
a mercenary whose specialty is the transport of "sensitive" packages, using
|
|
your Hydrafoil, a one-man armed speedboat. Even so, there is competition from
|
|
other agents, and danger from those who don't want your cargo delivered. Only
|
|
the best survive, but that's okay -- you are the best. Maybe.
|
|
|
|
This is HYDRA for the Lynx, an adaptation of the Atari Games arcade title.
|
|
The action is seen from behind your boat which you pilot through nine levels
|
|
of rivers and oceans. Along the way, you can get money bags for bonuses and
|
|
crystals for extra fuel. There are also gun embankments, enemy crafts, and
|
|
other nusances, though your Hydrafoil can fly temporarily to escape dangers.
|
|
Finish a stage and you can try to win more money in a bonus stage, then buy
|
|
better weapons for the next job.
|
|
|
|
GAMEPLAY:
|
|
HYDRA on the Lynx loses very little on the way to the Lynx. A single hit
|
|
will destroy your Hydrafoil, but that's not a problem, as your survival is
|
|
measured in fuel; the only way the game ends is if your gas tanks are empty.
|
|
This version is slightly easier when compared to the arcade, but remains of
|
|
average difficulty. Unlimited continues are available, but resets your score.
|
|
There is no randomness to the location of objects, on each level, but the
|
|
later levels use a large number of enemies and obstacles, coupled with a
|
|
rarity of fuel, to keep the game from being finished quickly.
|
|
|
|
All of the buttons are used to fire weapons, change weapons and activate
|
|
your craft's air-lifting boost. There's a minor quibble with the controls --
|
|
you press down to accelerate and up to decelerate, but it has no effect on
|
|
playability. Unlike ROADBLASTERS, the steering is more gradual, makes driving
|
|
and aiming with the joypad reasonable.
|
|
|
|
GRAPHICS/SOUND:
|
|
The digitized game elements of the arcade HYDRA are respectable on the
|
|
small screen, though the colors make some items look a little muddled. Also,
|
|
judging collisions requires a little experience; your first few forays will
|
|
feature lots of collisions with obstacles you thought you avoided. Sounds fit
|
|
the action accordingly, consisting mostly of the roar of your engines, chimes
|
|
when items have been picked up, a wide variety of weapons fire, and the
|
|
obligatory explosions.
|
|
|
|
SUMMARY:
|
|
It must be said that HYDRA borrows heavily from the game ROADBLASTERS, and
|
|
offers little that's different or unusual. That doesn't make it any less fun
|
|
or exciting, however, and this Lynx version is a decent adaptation that will
|
|
be enjoyed by action players and fans of the arcade.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 7.5
|
|
SOUND: 7.5
|
|
OVERALL: 8
|
|
[ISH]========================================================================
|
|
|
|
ISHIDO: THE WAY OF STONES
|
|
1-? players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Once again, the Lynx travels to the Orient to get inspiration for a
|
|
strategy game. This time it is ISHIDO: THE WAY OF STONES, a conversion of a
|
|
home computer title. You are given a set of 72 tiles, each marked with a
|
|
specific color and figure. The stones are presented one at a time, and you
|
|
place them on a board with 90 slots, next to other matching pieces. The more
|
|
matches made, the better your score. If you play good enough, the Oracle may
|
|
appear and impar some of its wisdom.
|
|
|
|
GAMEPLAY:
|
|
ISHIDO's rules are simple, yet not immediately obvious. The basic idea of
|
|
matching tiles is enhanced with restrictions on the types of matches possible.
|
|
But in return for learning the rules, ISHIDO offers a deeply complex and
|
|
challenging experience. Tiles are matched by color and figure, with the
|
|
elusive four-match being the best play (match two by color and another two by
|
|
figure). The game is "won" by making the highest score possible, but you will
|
|
quickly find other goals to achieve, such as using all the tiles or scoring
|
|
four-matches around the starting board.
|
|
|
|
ISHIDO also offers several variants and options. Scoring can be either the
|
|
"ancient" method, where only four-matches have value, or the "modern" way,
|
|
where all matches score. Games can be played solitare, alternating with a
|
|
computer or human opponent, or as a tournament against any number of players.
|
|
During the game, you may take back moves, ask for legal moves, and view the
|
|
stones remaining. Other options allow you to select the tile set to use, and
|
|
set a time limit for moves.
|
|
|
|
An interesting extra is the Oracle of the Stones. Make a four-match, and
|
|
the Oracle will offer a piece of "ancient wisdom". These are excerpts of
|
|
insightful thinking, similar to the writings of the I Ching, and the player is
|
|
asked to apply them to his innermost questions. In the end, it is harmless
|
|
fun, though you can turn the Oracle off if it proves distracting.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics and sound in ISHIDO are total contrasts. Visually, the game
|
|
is stunning, with beautiful imagery everywhere from the opening fireworks to
|
|
the glimmer of a four-match. Sounds are also appealing, but are at a minimum;
|
|
the primary game sound is the click made as each tile is placed.
|
|
|
|
SUMMARY:
|
|
ISHIDO: THE WAY OF STONES is proof that a game does not need many rules to
|
|
be sophisticated. The concept is simple, yet each new move offers a wealth of
|
|
possibilities to be explored, making this a perfect entry for the
|
|
deep-thinking strategist.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 10
|
|
SOUND: 7
|
|
OVERALL: 8
|
|
[JOU]=======================================================================
|
|
|
|
JOUST
|
|
1-2 players, horizontal game
|
|
Shadowsoft, for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
It's arguable who made the best video games in the early days of arcade
|
|
gaming, but one firm commanded awe from all players: Williams. Their early
|
|
games had simple rules, lots of strategy, and a take-no-prisoners challenge
|
|
that only the best could master. JOUST for the Lynx is a version of the
|
|
Williams classic title. The player rides a flying ostrich, engaging in combat
|
|
against enemy riders. Two riders joust by colliding, and the winner is the one
|
|
whose lance is higher. The arena is a cavern of platforms, which can be walked
|
|
on or flown around.
|
|
|
|
A few extra wrinkles make the game more interesting. Defeated enemies turn
|
|
into eggs, which hatch into more aggressive fliers if they're not retrieved in
|
|
time. Later levels introduce the lava troll who snatches riders overhead, a
|
|
nearly-indestructible pterodactyl, and vanishing platforms. Two players can
|
|
play together with the ComLynx cable, working cooperatively or competitively.
|
|
Some stages have special bonuses, such as extra points for not losing a life,
|
|
or for unseating your partner first. You start with three riders, with extras
|
|
at regular intervals, and once they're gone, the game ends.
|
|
|
|
GAMEPLAY:
|
|
This title is from Shadowsoft, the same folks who gave us their incredible
|
|
Lynx version of ROBOTRON: 2084 a year ago. I don't need to say much -- if you
|
|
liked JOUST in the arcade, you'll love the Lynx version! It's a perfect,
|
|
flawless translation that loses absolutely none of the original's depth and
|
|
excitement. What starts off as a simple exercise in dismounting opponents soon
|
|
becomes organized chaos. Your character is soon assaulted by riders on all
|
|
sides, with more aggressive enemies hatched and on the way, and a pterodactyl
|
|
ready to assault you for taking too long.
|
|
|
|
This conversion also has a few extra features. There are ten difficulty
|
|
levels, where more aggressive enemies appear sooner and hatch quicker at the
|
|
harder settings. With two players, you can also play in "gladiator mode",
|
|
where you configure the arena, then try to destroy your opponent completely.
|
|
Throw in a high score table to track the top five players, and you've got a
|
|
"must buy" Lynx game for action/arcade fans.
|
|
|
|
GRAPHICS/SOUND:
|
|
The sights and sounds of JOUST are just as faithful to the source. The
|
|
Lynx screen resolution causes a slight loss of detail, but nothing to get
|
|
upset over. The sprites are small but easily recognizable, with animation,
|
|
color, and visuals copied exactly in every detail. Similarly, almost all of
|
|
the sounds have been digitized or duplicated exactly. I only noticed one sound
|
|
effect from the original that has not been copied, but other than that, it's
|
|
all here.
|
|
|
|
SUMMARY:
|
|
JOUST is another unbelievably excellent product from Shadowsoft. Players
|
|
who never played the arcade title will be captivated by its simple rules, deep
|
|
strategy, and fast action, while the legions of arcade JOUST fans will be in
|
|
video-gaming heaven!
|
|
|
|
GAMEPLAY: 10
|
|
GRAPHICS: 9.5
|
|
SOUND: 9.5
|
|
OVERALL: 10
|
|
[KLA]=========================================================================
|
|
|
|
KLAX
|
|
1 player, vertical game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? Yes
|
|
|
|
OVERVIEW:
|
|
It's good every once in a while to see video games that don't have a
|
|
ludicrous plot tacked on to the concept -- Really, who can believe that the
|
|
paddle in ARKANOID is a trapped spaceship trying to reach home? KLAX for the
|
|
Atari Lynx is a translation of the Atari Games arcade strategy title, and
|
|
thankfully nobody gave it a background along the way.
|
|
|
|
The base idea is simple: You operate a moving paddle at one end of an
|
|
advancing conveyor belt. Your objective is to catch colored tiles coming down
|
|
the belt, then either deposit them into a bin below or toss them back on the
|
|
conveyor for a little extra planning time. Points are awarded for making rows,
|
|
columns, and diagonals using three or more tiles. To complicate matters, each
|
|
level ends only when its goal is met: make six diagonals, or score 10,000
|
|
points, for example. Both the bin and the paddle can hold a limited number of
|
|
tiles, and tiles are dropped into oblivion if you don't catch it in time. Drop
|
|
too many tiles, and the game ends.
|
|
|
|
GAMEPLAY:
|
|
KLAX in the arcade had a uniquely addictive quality about it, and the Lynx
|
|
version loses none of this appeal. Like TETRIS, the game fools you with its
|
|
simplicity: newcomers often adopt a "How hard can this be?" attitude, but are
|
|
soon enraptured by the depth and strategies possible. However, KLAX offers
|
|
more variety and a quicker pace, making it appealing to people who found
|
|
TETRIS too slow and limited. The game features 100 levels, which helps keep
|
|
the challenge high.
|
|
|
|
With such simple rules, it's not surprising that KLAX on the Lynx misses
|
|
none of the original's features. As in the arcade, you can start the game at
|
|
levels 1, 6, or 11, and skip levels after every fifth stage. However, this
|
|
version also allows you to go to the highest stage ever reached, and offers
|
|
three levels of overall game difficulty. An unlimited number of continues is
|
|
available, and the score is cleared each time. The vertical orientation of the
|
|
Lynx is welcome here, making optimal use of screen space and allowing all of
|
|
the action to be clearly seen. The game as a whole is quick and responsive,
|
|
though the action slows down a bit when there are too many tiles on the
|
|
conveyor belt at once.
|
|
|
|
GRAPHICS/SOUND:
|
|
KLAX makes full use of the Lynx's sound and graphics capabilities, and
|
|
successfully captures the bouncy atmosphere of the game. The graphics are
|
|
large and colorful, and the animations and effects of the arcade are
|
|
duplicated exactly. Even the various abstract backgrounds are present, though
|
|
some of the original scenes have been replaced with new ones specifically for
|
|
the Lynx.
|
|
|
|
As good as the graphics are, however, what really steals the show are the
|
|
sounds and music. Crisp digitized sound effects, all from the arcade game, are
|
|
used everywhere -- the applauding crowds, the lady announcer at the start of
|
|
each wave, even the wail of a falling tile as it drops into the void. Stereo,
|
|
heard for the first time on the Lynx, is put to great use, both during the
|
|
game to indicate the location of tiles, and in the rollicking, high-tempo,
|
|
electric guitar-loaded theme music masterpiece.
|
|
|
|
SUMMARY:
|
|
This is an incredibly simple and totally addictive game, appealing to both
|
|
the mind and the reflexes alike, that has made a perfect transition from the
|
|
arcade. Between the friendly gameplay, elegant graphics, and stunning sound
|
|
and music, KLAX on the Lynx is highly recommended!
|
|
|
|
GAMEPLAY: 9.5
|
|
GRAPHICS: 10
|
|
SOUND: 10
|
|
OVERALL: 9.5
|
|
[KUN]======================================================================
|
|
|
|
KUNG FOOD
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Okay, how's this: For some crazy reason, your boss at the video-game
|
|
company wants to put the unstable mutagen Rynoleum into the next batch of
|
|
games. Acting on your conscience, you steal the toxic waste, haul it home, and
|
|
put it for safekeeping in the freezer. Unfortunately, you've been contaminated
|
|
into a six-inch-tall, naked, green version of yourself. Worse, your groceries
|
|
have gained sentience, and are now planning to take over the world! Can you
|
|
fight through your leftovers, cure yourself, and stop this plan cold?
|
|
|
|
That's KUNG FOOD for the Lynx, the video game with a plot that's an
|
|
instant finalist in the "Goofiest Idea of 1992" award. You play the samaritan
|
|
in the refrigerator who kicks, jumps, and punches through five levels of
|
|
killer groceries and other hazards to save the day. You start with three
|
|
lives, and can take a limited number of hits, but the vegetables still
|
|
outnumber you. There are no continues, but power-up icons along the way will
|
|
help even the odds. Sure, it's silly, but it's no weirder than ninja-trained
|
|
terrapins, right?
|
|
|
|
GAMEPLAY:
|
|
There's no surprise here -- KUNG FOOD is your generic "beat everything in
|
|
sight" video game. You walk left to right, up and down, and after a few steps
|
|
encounter a pack of hopping peas, potato men, or ice demons that have to be
|
|
destroyed before you can go any farther. You take hits pretty easily, and
|
|
there's not much warning that you've been hit, so watching the health gauge is
|
|
very important.
|
|
|
|
There are a number of small quirks that may bother some players, however.
|
|
Controls are a little awkward; button A and the control pad activate punches
|
|
and kicks, which is tolerable, but it's impossible to turn quickly in the heat
|
|
of battle. Actually hitting an opponent requires a fair amount of precision,
|
|
and, depending on where you're standing, it's possible to be hit by an enemy
|
|
who you can't hurt. Working around these limits isn't difficult, but veterans
|
|
of video street battles will be caught flat-footed at first.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on KUNG FOOD are among the most elaborate ever on a Lynx
|
|
title. There's great use of color, detail, and animation, and some fairly
|
|
elaborate opening and closing sequences, which mesh together with a consistent
|
|
level of high quality. Game sounds are pretty good and match the action
|
|
appropriately, but the background music and title theme are repetitive and
|
|
grating. Fortunately, pressing OPTION 2 lets you turn the music off while
|
|
keeping the sound effects.
|
|
|
|
SUMMARY:
|
|
Take away the story, and KUNG FOOD comes across as a very average fighting
|
|
game that breaks no new ground. The game's controls and minor quirks may
|
|
irritate some players, but fight fans with Lynxes should look past the
|
|
silliness and give the title a try.
|
|
|
|
GAMEPLAY: 6
|
|
GRAPHICS: 8.5
|
|
SOUND: 5.5
|
|
OVERALL: 6.5
|
|
[LYN]========================================================================
|
|
|
|
LYNX CASINO
|
|
1-2 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Video gambling games are hard to promote. On the one hand, an accurate
|
|
simulation lets players experience high-rolling thrills without using real
|
|
money. On the other hand, if there are no real winnings, why bother? Other
|
|
questions about how much strategy can be developed or transferred for games
|
|
like Roulette or Craps are left to professional gamblers.
|
|
|
|
LYNX CASINO doesn't resolve this paradox, but it does offer a risk-free
|
|
alternative to Atlantic City or Reno. This title is a collection of five
|
|
familliar casino games: Blackjack, Craps, Roulette, Slot Machines, and Video
|
|
Draw Poker. You start off with $1000, though the cashier can give you two
|
|
loans of $500 each; when your money's all gone, the game ends. You can also
|
|
ComLynx with a friend for a mini-electronic junket.
|
|
|
|
GAMEPLAY:
|
|
The best thing about LYNX CASINO is that it faithfully captures the
|
|
experience of casino gambling. Not only are authentic rules, odds, and payoffs
|
|
used, but each game allows of the same options that its real-life counterpart
|
|
offers. For instance, Craps supports everything from the usual Pass/No Pass to
|
|
Hard Way and Horn Bets, while Roulette uses a Double Zero wheel and allows
|
|
numerous number combinations, and Blackjack is played with six decks. The only
|
|
major discrepency is that you're always the dice shooter on Craps.
|
|
|
|
The user interface changes with each game, but is generally consistent.
|
|
Statistics are kept for each game session, allowing pros to analyze their
|
|
playing skills. As a result, LYNX CASINO can be played on two levels: casual
|
|
players can have fun just placing bets, while self-proclaimed experts can
|
|
exercise existing gambling strategies or trying to develop new ones. While
|
|
this card may not make you rich, it can be treated almost as a simulation, and
|
|
the only regret I have is that more games weren't included.
|
|
|
|
GRAPHICS/SOUND:
|
|
Graphics in LYNX CASINO are decent overall, with a touch of cartoon
|
|
whimsy. You guide your on-screen personna among the games and roaming
|
|
bystanders, while still images show scenes of other gamblers and the staff.
|
|
Most of your time is spent at the tables and machines, which are well drawn
|
|
with good use of color and detail. Sound effects are not so interesting; a
|
|
variety of background tunes play during the game, though they can be turned
|
|
off if desired. Other than that, game sounds are few, brief, and fairly
|
|
simple.
|
|
|
|
SUMMARY:
|
|
There's not much that needs to be said: LYNX CASINO is a well-done,
|
|
no-nonsense video version of the Vegas experience. If you want to refine your
|
|
Craps strategem or just want to blow some imaginary money, this game will
|
|
easily fit the bill.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 7
|
|
SOUND: 5
|
|
OVERALL: 7
|
|
[MSP]========================================================================
|
|
|
|
MS. PAC-MAN
|
|
for the Atari Lynx
|
|
1 player, horizontal game
|
|
$39.95
|
|
|
|
OVERVIEW:
|
|
Unless you've been living in a cave for the last 20 years, chances are good
|
|
you know of Pac-Man. The original yellow-balled maze muncher became _the_
|
|
symbol for video gaming, and spawned a flock of sequels and me-too titles.
|
|
The official sequel by Bally/Midway/Namco was MS. PAC-MAN, and now you
|
|
too can plug this game into your Atari Lynx.
|
|
|
|
The game is simple: You control Ms. Pac-Man, a feminine yellow ball with
|
|
a mouth, through a maze. Your objective is to eat all the dots in the maze
|
|
and go to other mazes. Four ghosts chase you through the maze -- one touch
|
|
and you die. Run out of lives, and the game ends. Certain dots are
|
|
"energizers", which temporarily turn the ghosts blue and vulnerable for you
|
|
to eat them. At times, bonus foods hop through the maze, and eating them
|
|
gives even more points.
|
|
|
|
The Lynx version features two sets of mazes. You can play with either the
|
|
original arcade four mazes, or with an alternate set of 21(!) wider mazes.
|
|
On the alternate mazes, a lightning bolt will occassionally hop through the
|
|
maze. Get the bolt, and you can push a button (A or B) for 15 seconds of
|
|
high speed. The bolt goes away if you die, finish the level, or use it.
|
|
|
|
GAMEPLAY:
|
|
To be honest, MS. PAC-MAN is a simple game, and it's not surprising to see
|
|
it arrive on the Lynx intact. Scoring is the same, controls are the same,
|
|
and (as far as I can tell) the ghosts even behave the same. The alternate
|
|
set of 21 mazes helps keep this game interesting, especially to jaded maze
|
|
runners who mastered the original. I myself don't mind a _little_ Pac-mania
|
|
(though I think it went too far, in the end), and am happy for a maze game on
|
|
the Lynx.
|
|
|
|
(I'm personally bummed that the two-player-simultaneous gameplay
|
|
rumored a few months ago is not present. Oh well)
|
|
|
|
GRAPHICS/SOUND:
|
|
MS. PAC-MAN is set up as a horizontal game on the Lynx, with the maze
|
|
scrunched to keep the entire maze on the screen at once. As a result, the
|
|
graphics suffer a bit. The game graphics, from Ms. P to the ghosts to the
|
|
fruits, are very small. Details (such as the ghosts' eyes) are missing,
|
|
though the game is not affected any. The only place to see big ghosts and
|
|
Pac-people are in the intermission cartoons, which are kept intact from the
|
|
arcade.
|
|
|
|
Sounds on this game are decent, though not outstanding. Music bits (the
|
|
opening tune and intermission bridges) remain identical, cheery and light.
|
|
The game sounds are average, neither irritating nor exceptional.
|
|
|
|
SUMMARY:
|
|
A decent adaptation overall, and a good game in its own right. I suspect
|
|
whether or not you'll buy this depends on how willing you are to have a
|
|
Pac-Maze-game on the Lynx. If you are interested, the Lynx version will
|
|
not do you wrong.
|
|
|
|
GAMEPLAY: 9
|
|
GRAPHICS: 7
|
|
SOUND: 6
|
|
OVERALL: 7.5
|
|
[NFL]=========================================================================
|
|
|
|
NFL FOOTBALL
|
|
1-2 players, vertical game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
There's no surprises here; NFL FOOTBALL for the Atari Lynx is a portable
|
|
version of the American pigskin sport. This is the sport where two teams of
|
|
eleven guys each try to carry an oddly-shaped brown ball down a hundred-yard
|
|
field into the opposing team's end zone. As a licensed game, all of the real
|
|
football teams and logos of the NFL are used, letting players fulfill their
|
|
fantasies of managing their hometown favorites. For even more realism, the
|
|
card features offensive plays designed by a real NFL coordinator, and game
|
|
strategies can be altered in real time as needed. The action takes place from
|
|
an overhead perspective, which zooms in and out of the action.
|
|
|
|
GAMEPLAY:
|
|
Ugh.
|
|
|
|
NFL FOOTBALL had such promise, but falls far short. This game has so many
|
|
defects in its implementation that you wonder if anyone bothered to play it
|
|
before its release. The good news is that, on offense, almost two dozen plays
|
|
are available, and each play can be improvised as needed (pass the ball on a
|
|
running play, for instance). A game lasts for four 15-minute quarters, and
|
|
two players can compete head-to-head with the ComLynx cable.
|
|
|
|
Everything else goes downhill from there. On offense, passes are done by
|
|
holding down the "B" button, moving a crosshair to an open receiver, then
|
|
releasing the button to throw -- all performed while the opposition rush for
|
|
the tackle. Running plays are easy to perform, but they yield little yardage
|
|
and become essentally useless. When you have the ball, any touch from an
|
|
opponent brings you down, with no chances to spin or break free. The selection
|
|
of defensive plays is pitiful, with only six general defenses available, and
|
|
there is no easy way to change the defensive player you are controlling.
|
|
|
|
Two-player games are inherently more challenging because the computer
|
|
opponent is pathethic. The Lynx has no head for strategy, and you can use the
|
|
same play repeatedly with no effect. The computer makes up for its stupidity
|
|
by making its players run faster than your team; if all your defenders are
|
|
behind the ball carrier, it's a guaranteed touchdown. Each session is a
|
|
one-game bout, with no provisions for league play, and there is no difference
|
|
between teams other than their logos and uniform colors. There are no fouls,
|
|
no way to block punts, and many more shortfalls, too numerous to list.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on NFL FOOTBALL are clean and identifiable, yet fail to
|
|
excite or inspire. The Lynx's hardware scaling is wasted; the screen zooms in
|
|
at the end of a play and zooms out to a high overhead shot for kickoffs, but
|
|
most of the game is viewed from a static halfway height. It's possible to be
|
|
in control of an off-screen player, though it shouldn't have to be. Screen
|
|
clips highlight cheering crowds and the referee's calls, but they are simply
|
|
animated there's not many of them.
|
|
|
|
Sounds are a little better, but not by much. Aside from a title theme, the
|
|
game is quiet most of the time, with most of the sounds consisting of a
|
|
whistle and the shlup-shlup-shlup of running feet. The digitized voices of the
|
|
referee calls are a bit muddled, while the crowd that cheers after each score
|
|
is a simple "white noise" effect.
|
|
|
|
SUMMARY:
|
|
It doesn't help if football games on other portable game systems are no
|
|
more sophisticated than NFL FOOTBALL. The bottom line is that this game is a
|
|
futile exercise in boredom, and is certainly not fun to play nor worth the
|
|
price asked for it.
|
|
|
|
GAMEPLAY: 4.5
|
|
GRAPHICS: 5
|
|
SOUND: 5.5
|
|
OVERALL: 4.5
|
|
[NIN]========================================================================
|
|
|
|
NINJA GAIDEN
|
|
1 player, horizontal game
|
|
Atari Corp. for the Atari Lynx
|
|
$39.95
|
|
|
|
OVERVIEW:
|
|
Adapted from the arcade game (and not the Nintendo adventure series),
|
|
NINJA GAIDEN represents the second Tecmo arcade conversion for the Atari
|
|
Lynx. The storyline is irrelevant; you play a lone ninja, who must defeat
|
|
all of the assorted criminals and villians in a scrolling city landscape.
|
|
Your only weapons are your fists, feet, and the occassional sword, while
|
|
the villians have more weapons and much more numbers.
|
|
|
|
As the landscape scrolls by, you can walk and jump all over the terrain.
|
|
Enemies will come from offscreen, and you must fight them to the death.
|
|
Several attacks are possible, such as swinging from overhanging poles,
|
|
backwards jumps over walls, and flipping the opposition. Some obstacles
|
|
along the way can be broken, by throwing someone into it, and will often
|
|
reveal benefits such as extra health, lives, or a sword. For extra
|
|
pressure, you must finish each level before an on-screen clock runs down.
|
|
|
|
GAMEPLAY:
|
|
The biggest gripe against Tecmo's earlier Lynx title, RYGAR, was that it
|
|
was a scaled-down version of the arcade original. Sadly, NINJA GAIDEN
|
|
offers no improvement at all, and some would call its curtailing even
|
|
worse. Only about half of the different types of villians are present,
|
|
though there is some variety to their attacks. The game makes up for this
|
|
deficency by bringing out even more enemies than the arcade version did.
|
|
The challenge thus comes in simply surviving a swarming attack, rather than
|
|
reacting to a wide variety of opponents.
|
|
|
|
NINJA GAIDEN is challenging, though not exceedingly so. You start the
|
|
game with four lives, and each life can take up to five blows before
|
|
dying. When you finally die, you may continue the game up to two times with
|
|
a score of zero. The biggest problem, though, is that the game is too
|
|
short; only four levels from the arcade original are present, which will
|
|
not be enough for many action fans.
|
|
|
|
GRAPHICS/SOUND:
|
|
The highest point of NINJA GAIDEN comes in the game graphics. Though
|
|
they are only about average for a Lynx game (reminescent of RAMPAGE to a
|
|
degree), the visuals are almost a direct lift from the arcade version. The
|
|
smooth animation and distinctive appearances are translated intact. Game
|
|
sounds are limited to the thuds and crashes of combat, though that is a
|
|
fault of the original game instead. A background soundtrack adds a little
|
|
spice to the action.
|
|
|
|
SUMMARY:
|
|
NINJA GAIDEN is not a bad game; it's just not a good game, either. More
|
|
sophisticated games have been done before on the Lynx, which makes this all
|
|
the more depressing. However, it is not a total pushover, which saves it
|
|
to a degree. For the arcade purist, NINJA GAIDEN is a dissappointment, but
|
|
for the Lynx player looking for an action game, it's worth a try.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 8
|
|
SOUND: 7
|
|
OVERALL: 7
|
|
[PAC]======================================================================
|
|
|
|
PAC-LAND
|
|
1 or 2 players, Horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
|
|
OVERVIEW:
|
|
Anyone remember Hanna-Barberra's PAC-MAN cartoon from the early '80s?
|
|
Yes, folks, before Nintendo's CAPTAIN N hit the airwaves, the world's most
|
|
famous video game star had his own television show. The adventures of Mr.,
|
|
Mrs., and Junior Pac-Man failed with the Neilsons, but not before they
|
|
inspired Namco's arcade PAC-LAND video game, now available for the Atari
|
|
Lynx.
|
|
|
|
Despite the presence of "pac-" in the name, PAC-LAND has nothing to do
|
|
with mazes and dots. Rather, Pac-Man is on a mission of charity, who must
|
|
take a lost fairy back to her home. So he puts her under his hat, then
|
|
proceeds to run and jump across the towns, forests, hills and deserts of
|
|
Pac-Land. The way is dangerous, with rickety bridges, quicksand, and deep
|
|
chasms to cross, not to mention the ever-present ghosts. However, if Pac-Man
|
|
looks hard enough, he can find tools, powers and secret warps to help him
|
|
complete the job.
|
|
|
|
GAMEPLAY:
|
|
Despite the silly storyline and cute graphics, PAC-LAND is not an easy
|
|
game. There are five "trips" to be completed, spread over 20 levels; you
|
|
can choose which trip to start at, which lets pros skip the easy parts.
|
|
Each trip consists of several levels to return the fairy, then a level of
|
|
guiding Pac-Man home. Along the way, Pac-Man must dodge the ghosts, who
|
|
chase him in cars, busses, airplanes, and pogo sticks. There are also
|
|
swimming pools to be jumped, floating ledges to ride, and darkened houses to
|
|
explore, each with their own tricks and dangers. For extra pressure, each
|
|
level must be completed within a given time limit.
|
|
|
|
Pac-Man is not completely helpless, naturally. If Pac-Man walks across
|
|
certain areas, hidden fruit will appear, which he can eat for points. There
|
|
are also energizer pellets, which enable our hero to temporarily chase the
|
|
ghosts. In addition, there are goodies such as helmets, invulnerability, and
|
|
warps to higher levels hidden in the game, and assorted known and unknown
|
|
point bonuses to try for (can you get the 7,000-plus-point bonus at the end
|
|
of each level?).
|
|
|
|
While PAC-LAND is an engrossing "run and jump" game, it's not as complex
|
|
as other titles in this genre. The different levels offer a bit of variety,
|
|
but each level does not take long to complete. The ghosts are fairly easy to
|
|
avoid with a little careful dodging; to compensate, their appearances are
|
|
randomized, which prevents patterns from being developed.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on PAC-LAND are cute and cartoony, appropriately enough.
|
|
Pac-Man looks friendly and animated, while the ghosts are silly and amusing.
|
|
Other items are drawn with bright colors and simple designs. Finally, there
|
|
is some multi-plane scrolling both behind and in front of the action;
|
|
however, the positions of Pac-Man and the ghosts are always clearly shown.
|
|
Game sounds are similarly simple but amusing. The background music is taken
|
|
from the original cartoon show, though some people may find it irritating.
|
|
Other sounds come from the ghosts on the prowl and various game actions, but
|
|
are simply average.
|
|
|
|
SUMMARY:
|
|
PAC-LAND is a simple but challenging action game. The cute atmosphere
|
|
masks lots of surprises to uncover, and the game requires attention to beat.
|
|
There are a few shortcomings, but they are there because the card is
|
|
accurate to the arcade original. Veteran video jumpers may breeze through
|
|
this title, but for other players, a trip to PAC-LAND is worth considering.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 7
|
|
SOUND: 7
|
|
OVERALL: 7
|
|
[PAP]=================================================================
|
|
|
|
PAPERBOY
|
|
for 1 player
|
|
by Atari Corp.
|
|
$39.95
|
|
|
|
OVERVIEW:
|
|
In Norman Rockwell's America, purehearted young men got their start in
|
|
the financial world by delivering newspapers or selling fruit. In PAPERBOY
|
|
for the Atari Lynx (an adaptation of the Atari Games/Tengen arcade title),
|
|
you play such a young man, out to deliver a week's worth of papers on either
|
|
Easy Street, Middle Road, or Hard Way.
|
|
|
|
You start off with a bike, ten papers, and two blocks of customers. As
|
|
you ride up the street, your objective is to deliver papers to your customers
|
|
with a well-placed toss. Aim carefully -- breaking windows is a fast way to
|
|
lose a customer. Between customers, throw papers haphazardly to destroy
|
|
other people's property(!) or hit people(!!) for bonus points(!!!). At the
|
|
end of the run, you can run an obstacle course and show off your bike-riding
|
|
and paper-throwing prowlness.
|
|
|
|
It's not all peaches and cream, though. Crashing your bike into an
|
|
obstacle (incoming traffic, pedestrians, animals, etc.) will lose you a
|
|
paperboy. Lose all your customers, or all your boys, and the game ends.
|
|
Survive an entire week and you may actually keep your job.
|
|
|
|
GAMEPLAY:
|
|
A decent adaptation of the arcade game. Minute game details from the
|
|
arcade original are preserved intact, such as the "hidden targets" (the
|
|
catburglar, the birdbath --> periscope, etc.). Scoring and gameplay are
|
|
identical enough that veterans of the original will feel right at home.
|
|
|
|
There are a few nitpicky points that detract, though. For one thing,
|
|
while you can slow down/speed up the bike, you cannot STOP. For another,
|
|
the Lynx version seems a little bit easier than the original. Making
|
|
mailbox "bullseyes", dodging obstacles, and generally staying alive are
|
|
easier to do. You do get to pick three different streets of varying
|
|
difficulty, though there's no way to refine the game further.
|
|
|
|
One minor "cute touch" -- the Lynx version maintains a seperate high
|
|
score table for each street. Get a score in the top five for the street,
|
|
and you get to enter your name. No score-saving mechanism, however.
|
|
|
|
GRAPHICS/SOUND:
|
|
A mixed bag. Graphics are clearly distinguishable (breakdancers from
|
|
drunks, trash cans from tombstones), but left me with a sense of "could
|
|
have been done better". Every extra graphic nicety was counterbalanced by
|
|
a weak point, leaving an overall OK graphics impression.
|
|
|
|
Similary, the sounds are indifferential. The background music is a pale
|
|
shadow of the original, but the other game sounds are appropriate and
|
|
helpful (especially the musical riffs when you deliver a paper). The volume
|
|
of the sounds vary widely, though -- you strain to hear a delivery riff
|
|
and have your concentration broken by a (relatively) loud "car horn", for
|
|
instance -- again leaving an overall balanced impression.
|
|
|
|
SUMMARY:
|
|
Not a bad game, though not one of the Lynx's best. It's not a fast-paced
|
|
breakneck-speed game, so people looking for relaxation should be interested.
|
|
If you can overlook average-quality graphics and sound, and did not
|
|
dominate the arcade version, this is worth trying out.
|
|
|
|
GAMEPLAY: 7.5
|
|
GRAPHICS: 6
|
|
SOUND: 6
|
|
OVERALL: 7
|
|
[PIN]======================================================================
|
|
|
|
PINBALL JAM
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
As much as I like video games and pinball, I never cared much for video
|
|
pinball games. The problem is that either the playfield is an unrealistic
|
|
collection of screen-sized subfields slapped together (ALIEN CRUSH, DINOLAND,
|
|
DRAGON'S FURY), or the programmers put in "video features", like bosses and
|
|
marble eaters (HIGH SPEED and PINBOT for the Nintendo Entertainment System).
|
|
In either case, the fundamentals of pinball end up being compromised.
|
|
|
|
Now Atari Corp. has released PINBALL JAM for their Lynx portable video
|
|
game system. This game card contains two real Williams/Bally pinball titles,
|
|
"Elvira and the Party Monsters" and "Police Force". Elvira has you shooting
|
|
targets and ramps for pizzas, punch, and water rides with the campy Mistress
|
|
of the Dark. "Police Force" requires you to defend the Law of the Jungle
|
|
against the Drug Rat, the Loan Shark, and other animal villains. The action is
|
|
viewed from directly overhead, with the screen scrolling up and down to track
|
|
the ball.
|
|
|
|
GAMEPLAY:
|
|
PINBALL JAM consists of a lot of plusses mixed with a few minuses. The
|
|
best thing is its high level of realism and adherence to the originals' rules
|
|
and scoring. Game physics are convincing for the most part, down to the
|
|
frustrating ramp shots that don't quite succeed, but the marble is a little
|
|
more elastic than it should be. On the other hand, this is still not a total
|
|
replacement for real pinball. Pressing the OPTION 1 button shakes the board,
|
|
and tilts are possible, but slap saves and other complex moves are not.
|
|
Still, for the time being, this is the closest that pinball purists can get in
|
|
a video game system.
|
|
|
|
A few other changes have been made to accomodate the transition to a video
|
|
screen. The scrolling screen follows the ball, so aiming for targets at the
|
|
top of the playfield becomes harder. During multiball, the lower ball is shown
|
|
and an arrow points to the location of the other. Free game specials are now
|
|
extra balls, and end-of-game matches are gone. Each pinball can be played in
|
|
easy or hard mode; "easy" gives five balls per game, while "hard" offers three
|
|
balls and clears all lit targets after a drain. Only one player can play at a
|
|
time, but a high score table tracks the top three scores for each machine.
|
|
|
|
Of the two titles, Elvira is a tougher challenge and requires good playing
|
|
to get high scores. Police Force is suited for beginners, and offers many easy
|
|
chances to get high scores. One minor risk is that players who are unfamilliar
|
|
with the originals will start off handicapped. The manual documents shots and
|
|
target combinations, but nowhere are they labelled or illustrated. As a
|
|
result, new players have to discover where the Pizza Passage, the Hot Sheet,
|
|
and other targets are before they can play effectively.
|
|
|
|
GRAPHICS/SOUND:
|
|
Graphically, PINBALL JAM literally tries to duplicate the look of the
|
|
arcade. The screen closely resembles the real games, containing everything
|
|
from playfield art and flashing arrows to transparent slides and wire ramps.
|
|
The effect isn't perfect, however, and the limits of the Lynx screen display
|
|
are clear. Some areas are colored too brightly, and some other spots are too
|
|
cluttered. The screen scrolls well most of the time, but when the balls get
|
|
extremely fast, the scrolling becomes somewhat jumpy in order to keep pace.
|
|
|
|
The primary game sounds come from computerized approximations of bumpers,
|
|
flippers, and other obstacles at work, which are okay by themselves. Each pin
|
|
also has a selection of digitized voices from the arcade, though they are
|
|
slightly scratchy and rearranged a little with the original game actions. The
|
|
best sounds, though, are the number of background tunes play throughout,
|
|
setting the pace and keeping things lively.
|
|
|
|
SUMMARY:
|
|
PINBALL JAM is a fun game, though it cannot satisfy the die-hards who want
|
|
the complete pinball experience. But for those of us who can accept some minor
|
|
compromises for realistic pinball action on the go, this card is a perfect way
|
|
to spend many spare hours.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 7
|
|
SOUND: 8.5
|
|
OVERALL: 8
|
|
[QIX]========================================================================
|
|
|
|
QIX
|
|
1-2 players, horizontal game
|
|
Telegames, Inc.
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Telegames, the first developer of third-party Lynx games, strikes the
|
|
market again with QIX. This is an adaptation of the Taito arcade game from the
|
|
early 80s, named after the Qix, a swirling helix of colored lines. The
|
|
player's goal is to draw boxes on the playing field, restricting the movement
|
|
of the Qix, while avoiding contact with the Sparx, Fuse, and the Qix itself.
|
|
Each level has a percentage threshold, and the level ends when you have
|
|
claimed the limit, with bonuses rewarded to extra territory. Higher levels
|
|
offer more Qixes, Fuses, and Super Sparx to outsmart.
|
|
|
|
GAMEPLAY:
|
|
The original QIX was a simple game by today's standards, so it is not
|
|
surprising to find that the Lynx version plays exactly the same. The Qix
|
|
dances around the field, and you lose a life if it touches your drawing lines.
|
|
Points are awarded for drawing boxes, with more points given for daring to
|
|
draw slowly. There are 256 levels, each with its own combination of game
|
|
elements, and a password to avoid the earlier levels. Two players can compete
|
|
by alternating turns, while built-in instructions and a Practice Mode help
|
|
beginners learn the game.
|
|
|
|
There are a few problems, however. The arcade game used separate buttons
|
|
for slow and fast drawing, but this version uses only one, which is awkward.
|
|
More annoying are the sensitive controls; a wayward diagonal can cause the
|
|
marker to jam, leaving you vulnerable. Finally, the Qix is proportionally
|
|
larger on the Lynx, making the game slightly harder. None of these flaws are
|
|
crippling, but they do diminish the game.
|
|
|
|
GRAPHICS/SOUND:
|
|
The simple graphics of the Taito QIX have been renovated slightly for the
|
|
Lynx. Each level uses a different pattern to fill in claimed space, and the
|
|
other visuals have been duplicated here. Sound effects are fairly simple,
|
|
consisting mainly of the buzzing of the Qix and two short tunes, though the
|
|
title page uses a nice, short digitized rock riff.
|
|
|
|
SUMMARY:
|
|
QIX on the Lynx is a steady translation, offering no more and no less
|
|
than the original. Whether it will appeal to today's players is questionable,
|
|
but longtime devotees and people who like unusual games will probably enjoy
|
|
this title.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 8
|
|
SOUND: 6.5
|
|
OVERALL: 7
|
|
[RAM]=======================================================================
|
|
|
|
RAMPAGE
|
|
1-4 players, horizontal game
|
|
for the Atari Lynx
|
|
$34.95
|
|
|
|
OVERVIEW:
|
|
"Better living through chemistry"? Not for four employees at MegaVitamin
|
|
Pharmaceuticals, who -- through a mixup in the company cafeteria -- ingested
|
|
a contaminated sample of Megavitamins. Within 24 hours, Larry, George, Ralph,
|
|
and Lizzie had transmorgrified into giant animals, wrecking havoc and major
|
|
property damage throughout the United States. Worse, a rumor is now around
|
|
that an unnamed lab technician can develop an antidote for the disease, but
|
|
is hiding this information to extract extortion from the government...
|
|
|
|
RAMPAGE for the Atari Lynx is a conversion of the Bally/Midway game from
|
|
a few years back. You play one of four monsters (one more than the original),
|
|
who travel from city to city, smashing skyscrapers, pounding cars, breaking
|
|
bridges, and eating fruits/humans/vegetables/humans/meat/HUMANS. You and
|
|
your friends can collectively wreck havoc, or clobber each other, depending
|
|
on your inclination. As you jump and climb your way through the city, the
|
|
screen scrolls to show you the action immediately around your monster.
|
|
|
|
Along the way, you encounter the evil forces of the United States Army,
|
|
who throw soldiers, tanks, helicopters, and bombs at your 60-foot-tall self.
|
|
You can smash them, too, but they are many and you are few, so you've got to
|
|
keep yourself alive while tearing the town apart. Destroy all the buildings
|
|
in a city and you move to the next, thus effectively roaming the country. If
|
|
you survive long enough, you may be able to find the mysterious lab
|
|
technician who can restore you to your former self.
|
|
|
|
GAMEPLAY:
|
|
This game is fun. Aside from the sheer silliness of the concept, RAMPAGE
|
|
is very easy to play, with uncomplicated controls, simple rules, and a
|
|
sense of difficulty that feels right. There is a lot of stuff to eat and
|
|
destroy, such as passing trolleys, damsels in distress, neon signs, bridges,
|
|
and cars. The Army will be able to wear you down through sheer numbers, but
|
|
if you play it safe and snatch all the food you can get, you'll be able to
|
|
hold out for a while. If you're lucky, you can find and drink potions,
|
|
which will render you invulnerable (and invisible to other players) for one
|
|
level.
|
|
|
|
Players familliar with the arcade game will be glad to know that the Lynx
|
|
version is very close to the original, and offers more. After your monster
|
|
loses all its health, it turns back to human and slinks out of the picture --
|
|
until you activate another life. Run out of lives, and you're out of the game.
|
|
If you're playing with friends, you can continue the game with a new life
|
|
indefinetely -- until you get past level 40. After that, all deaths are final.
|
|
Your monstrous abilities to destroy are all translated intact, and the levels,
|
|
though presented on a scrolling screen, are about the same size as the arcade.
|
|
Unlike the original, though, there seems to be no difference in the abilities
|
|
of the different monsters. Watch out for crumbling buildings, and don't jump
|
|
too hard on the bridges.
|
|
|
|
If you survive long enough, you will ultimately find a lab scientist who can
|
|
cook up an antidote to revert you to normal. Though I can't confirm it, I
|
|
think this will take _quite_ a while to accomplish. The scientist is rumored to
|
|
be in Sunnyvale, and level 40 doesn't even take you halfway around the
|
|
country; you start in the state of Washington, and it seems like you travel
|
|
counterclockwise throughout the United States. Level 40 only gets you to
|
|
Tennesee. I hear that this game offers around 100+ levels (the manual doesn't
|
|
say), and it seems quite possible.
|
|
|
|
As mentioned before, the action takes place on a scrolling screen, so it's
|
|
possible to be attacked by someone you can't see. This doesn't matter, though,
|
|
as the game, overall, is slightly easier than the original. It's not a breeze,
|
|
though, as you will eventually get worn down by a lack of food and an
|
|
abundance of military might (the lack of continues past level 40 doesn't
|
|
help, either).
|
|
|
|
A side note: Normally, I don't discuss manuals in these reviews, but this
|
|
time I'm making an exception. There's a lot of things that you can do in
|
|
this game, but are breezed over or completely ignored by the manual. For
|
|
instance, you can grab a dynamite pack and hurl it away before it explodes.
|
|
Or grab and HOLD ON to a civilian for points. I don't know whether the
|
|
omissions were intentional or not, but it's a good idea to TRY EVERYTHING --
|
|
you may turn up a surprise or two.
|
|
|
|
GRAPHICS/SOUND:
|
|
The game graphics in RAMPAGE are similar, but not identical to, the
|
|
arcade original. There's nothing wrong with that; game elements are clearly
|
|
recognizable, and rendered in the same cartoony, tongue-in-cheek mentality
|
|
that arcade fans will recognize. Especially delightful are the little "cute
|
|
touches". Punch an electrical applicance and get shocked, eat an undigestible
|
|
object and cough up, swallow some dynamite and breathe fire -- there's a lot
|
|
of visual humor in this game. Between cities, the newspaper headlines present
|
|
the city, the level, and offers bad jokes (there's monster humor, cow puns,
|
|
and subliminal ads for Atari, to name a few).
|
|
|
|
The sounds in this game are appropriate, but not special. Sound effects
|
|
match the game action, as it should. During the game, bouncy/cheery
|
|
background music plays, sounding similar to the tunes found in CHIP'S
|
|
CHALLENGE. Fortunately, if it bothers you (I think it's for the wrong game,
|
|
myself), you can turn the tunes off and keep the sound F/X.
|
|
|
|
SUMMARY:
|
|
RAMPAGE for the Lynx reminds me of XENOPHOBE for the Lynx: A lighthearted,
|
|
silly game that's lots of fun for lots of players (the more the merrier).
|
|
Though it's not hard to play, I feel that there's going to be lots of hours
|
|
invested in this card before someone finishes it. If you like the arcade
|
|
original, like multiplayer cooperative/competitive games, or are looking for
|
|
a casually-paced challenge, RAMPAGE is the way to go.
|
|
|
|
GAMEPLAY: 9.5
|
|
GRAPHICS: 8.5
|
|
SOUND: 7
|
|
OVERALL: 9
|
|
[RAP]=========================================================================
|
|
|
|
RAMPART
|
|
1-2 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$29.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Longtime players fondly remember the Golden Age of video games, where
|
|
flashy graphics and sound didn't matter as much as a solid idea backed with
|
|
good gameplay. Even though most of today's games fall into recycled formulas,
|
|
every now and then there's a title that gets attention simply for daring to be
|
|
different.
|
|
|
|
Such is the case with RAMPART, an adaptation of the Atari Games' arcade
|
|
machine. The player is the warlord of an enclosed castle; cannons are placed
|
|
behind the walls and used to repel enemy attacks. After each battle, holes in
|
|
the wall must be patched with Tetris-like pieces before the next attack, else
|
|
the game ends. One player can compete against a computer-controlled navy
|
|
through eight levels, or two players can fight each other, with or without
|
|
the computer.
|
|
|
|
GAMEPLAY:
|
|
Lynx RAMPART is a near-complete copy of the original. The Lynx controls
|
|
are a respectable substitute for the arcade's trackball. In a one-player game,
|
|
a level ends after enduring a number of attacks, and survival is the final
|
|
goal. Against the computer, the difficulty starts off moderate and builds
|
|
gradually, with higher stages having more ships and stranger-shaped wall
|
|
pieces. A two-player game ends when one player loses, and all games have a
|
|
limited number of continues. There is one difference that devoted fans will
|
|
notice: On the Lynx, all ships can drop off ground forces, which makes
|
|
defending your shoreline very important. This change makes the game more
|
|
difficult, but not unplayable.
|
|
|
|
GRAPHICS/SOUND:
|
|
RAMPART in the arcade used simple but uninspired graphics, which the Lynx
|
|
duplicates exactly. To compensate, this version also shows a number of elegant
|
|
animated and still images between breaks in the action. There are not too
|
|
many sounds, but the ones present are well done, with explosions, musical
|
|
themes and dirges, and digitized voices.
|
|
|
|
SUMMARY:
|
|
RAMPART on the Lynx is a good adaptation, and is a welcome change from
|
|
today's recycled arcade themes. For those who've never tried this unusual
|
|
game, its original blend of action and strategy can be quite addictive, and is
|
|
well recommended.
|
|
|
|
GAMEPLAY: 8.5
|
|
GRAPHICS: 9.5
|
|
SOUND: 9
|
|
OVERALL: 8.5
|
|
[ROA]======================================================================
|
|
|
|
ROADBLASTERS
|
|
for one player
|
|
by Atari Corp. for the Atari Lynx
|
|
$39.95
|
|
|
|
OVEVIEW:
|
|
We don't really need a storyline for this game, and the one that comes
|
|
with the manual is a bit on the cheesy side, so let's skip it. ROADBLASTERS
|
|
is an adaptation of the arcade hit by Atari Games/Tengen, which also had
|
|
the dubious distinction of being one of the earliest video game/toy tie-ins
|
|
(Play the game, buy the Matchbox cars). People who are familliar with the
|
|
arcade game can skip the next two paragraphs; this Lynx adaptation has it
|
|
*ALL*.
|
|
|
|
The game, in a nutshell, is SPY HUNTER crossed with POLE POSITION, thrown
|
|
into the 21st century. This is a concept that long-time Los Angeles residents
|
|
(like myself) will appreciate: You drive a high-performance sports car
|
|
through 50 crowded, twisting races. Other cars in your path are out to stop
|
|
your commute, so either pass 'em or shoot 'em. Complicating the matter are
|
|
third-party obstacles: roadside obstacles and cannons, immobile mines in the
|
|
road, and roving spikers. Contact with any obstacle destroys your car.
|
|
|
|
To be fair, you have a few tricks on your side. Your only major concern
|
|
in this game is fuel -- run out of gas, and the game ends. There is no
|
|
time limit, and collisions are only annoying because they slow you down.
|
|
Furthermore, at various points in the race, a jet will fly by and air-drop
|
|
"power-ups" for your car. These range from the high-speed Nitro injector
|
|
to the all-destructive Cruise Missile (my favorite).
|
|
|
|
GAMEPLAY:
|
|
As I wrote above, people familliar with the arcade game will be right at
|
|
home with this one. Just like the Lynx version of KLAX, this adaptation
|
|
features *ALL* of the gameplay from the arcade, intact. Indestructable blue
|
|
limos, high-turbine motorcyclists, level warps, power-up weapons, the bonus
|
|
multiplier...The only things missing from the arcade to this card are the
|
|
coin slots, the high score table, and the free T-shirt contest. If you
|
|
lose a run, you can continue (up to four times) if you want.
|
|
|
|
The game is really fast and challenging, and it's hard to find anything
|
|
wrong with the game. The game promises to be a no-holds-barred, high-speed,
|
|
action-packed thriller, and it delivers. My only gripe comes with the
|
|
controls; as with most home video driving games, steering with a
|
|
joypad/joystick is not as accurate as using a steering wheel/control yolk.
|
|
This is doubly annoying in ROADBLASTERS, because you need precision steering
|
|
to both dodge obstacles and shoot well. With a little bit of practice,
|
|
though, you will get used to the controls, and *REALLY* enjoy the game.
|
|
|
|
GRAPHICS/SOUND:
|
|
One reason this Lynx adaptation is so close to the arcade comes from the
|
|
audios and visuals. Visually, everything looks either identical or VERY
|
|
close to their arcade counterparts. The graphics are well-detailed,
|
|
distinctive, and very colorful. The Lynx's graphics hardware are put to
|
|
great use -- the smooth scaling and fast scrolling work together to make this
|
|
one of the slickest, fastest, and most exciting driving games for ANY home
|
|
video game system currently available. This game shows off the Lynx at its
|
|
best.
|
|
|
|
Sounds are, similarly, a little short of perfection when compared to the
|
|
arcade. The opening title tune, digitized voices, and game sounds are all
|
|
from the arcade (I love the whine of the motorcycles when you pass them).
|
|
However, the digitized voices have a bit of static to them (especially
|
|
dissappointing when you realize how clean the voices on KLAX are), and the
|
|
music is louder than the rest of the sounds, causing an annoying imbalance
|
|
as you play. All in all, though, the game sounds fit the game accurately.
|
|
|
|
SUMMARY:
|
|
This is a mind-blowing *AWESOME* adaptation. I'd recommend it to most
|
|
video-game players -- fans of driving games, fans of shooting games, fans
|
|
of action games, and fans of the arcade original. It's a challenging,
|
|
well-balanced arcade/action game, faithful to the original, worthy of the
|
|
Lynx and offering lots of hours of fun.
|
|
|
|
This goes right up there with BLUE LIGHTNING as one of the best Lynx games
|
|
around. Grab yourself a copy, but don't be surprised if they dissappear FAST.
|
|
|
|
GAMEPLAY: 9.5
|
|
GRAPHICS: 9.0
|
|
SOUND: 8.5
|
|
OVERALL: 9.0
|
|
[ROB]=========================================================================
|
|
|
|
ROBO-SQUASH
|
|
for 1 or 2 players
|
|
by Atari Games
|
|
$34.95
|
|
|
|
OVERVIEW:
|
|
It's the 31st century, and after 200 years of peace, there is a conflict.
|
|
The two political parties of the universe are arguing over a successor to
|
|
the recently-deceased President of the World. Instead of settling the
|
|
dispute through barbaric warfare or elections, both parties have sent a
|
|
representative to play the zero-gravity game of Robo-Squash. The winning
|
|
player will win the Presidency for his party. Guss what? You're one of the
|
|
players.
|
|
|
|
The Robo-Squash game consists of 16 rounds. For each round, you sit at
|
|
one end of a zero-gravity corridor. At the other end is your opponent, and
|
|
in the middle are spinning bricks and some icons. A ball is batted back and
|
|
forth between the players, picking up speed and knocking out obstacles as
|
|
it goes. A round ends when one player fails to return the ball three times,
|
|
or one player hits the roving mecha-spider that appears when all obstacles
|
|
are knocked out.
|
|
|
|
The game is complicated by a few twists: First, missing a ball leaves a
|
|
big red splotch on your end of the arena. This is more than a nuisance,
|
|
it blocks your view of the ball and makes it harder to see incoming shots.
|
|
Second, hitting the icons in the middle of the arena gives you (if you can
|
|
catch it) power-ups: a ball grabber, a larger paddle, a fireball launcher,
|
|
or a ball spotter are available.
|
|
|
|
Before each of the 16 rounds, a player picks a ball in a 4-by-4 grid to
|
|
play for. Winning a round wins the ball for the player, and at the end of
|
|
all the rounds, bonuses are awarded for getting grid entries in 2, 3, or
|
|
4-in-a-rows.
|
|
|
|
GAMEPLAY:
|
|
ROBO-SQUASH is a nice, well-balanced "sports game" (okay, sport-like).
|
|
The general concept reminds me of PONG, BREAKOUT, SHUFFLEPUCK CAFE, and
|
|
ARKANOID. The game and controls are easy enough to learn, and the addition
|
|
of power-ups, vision-blocking, and fighting for grid positions make it more
|
|
interesting. The game has four difficulty levels, which affect the top speed
|
|
the ball can get and the intellect of the coputer opponent.
|
|
|
|
ROBO-SQUASH can be played either against the computer or another player.
|
|
The computer opponent is good, but not unbeatable -- like video tennis
|
|
games, alternating volleys to extreme ends of the arena can trip it up.
|
|
Human opponents, though, are another matter; use strategic shots (to set
|
|
up vision-blocking splotches) or fireballs (exploding bricks obscure the
|
|
view temporarily) to distract your opponent.
|
|
|
|
One minor annoyance: You can angle the return of the ball by hitting it
|
|
on the edge of the padde OPPOSITE from where you want to go (make it go
|
|
down by hitting it with the top edge, for instance). Once you understand
|
|
it, ball control is easy -- but until then, it's a mystery. The manual
|
|
is of little help here.
|
|
|
|
GRAPHICS/GAMEPLAY:
|
|
From an original name of "3D Barrage", ROBO-SQUASH makes good use of the
|
|
Lynx's scaing capabilites. The 3D effects of the game are very well done;
|
|
the ball's size changes and the use of two ball shadows make it clear
|
|
where the ball is, and the obscuring blotches are a neat idea. The rest of
|
|
the graphics are functional, though the power-up icons are a bit cute (a
|
|
dragon's head for the fireball launcher, for instance).
|
|
|
|
Sounds are passable but not notworthy, repeating the trend in PAPERBOY
|
|
and XENOPHOBE. The actual gameplay is mostly silent, with only the sound
|
|
of the bouncing ball and smashed bricks punctuating. The only real music
|
|
comes in the opening title tune, and while it's nice, it's not enough.
|
|
|
|
SUMMARY:
|
|
A good, slightly above-average game. Playing it by yourself is fine, since
|
|
the difficulty levels let you tune the computer to your skills. I suspect,
|
|
though, that playing it with another person would be more fun. Best for
|
|
players who are looking for a sports-type game for the Lynx (at least
|
|
until TOURNAMENT CYBERBALL comes out).
|
|
|
|
GAMEPLAY: 7 to 8 (depending on difficulty/number of players)
|
|
GRAPHICS: 7
|
|
SOUND: 6
|
|
OVERALL: 7
|
|
[ROO]======================================================================
|
|
|
|
ROBOTRON: 2084
|
|
1 player, horizontal game
|
|
Shadowsoft Inc.
|
|
$34.95
|
|
Stereo? Yes
|
|
|
|
OVERVIEW:
|
|
Shadowsoft, a newcomer to the Lynx development scene, takes video gamers
|
|
back in time with their first release. The destination is 1984, where Williams
|
|
Electronics' ROBOTRON: 2084 is taking arcades by storm. In a plot reminescent
|
|
of the movie Terminator, you play a laser-firing mutant who must save the last
|
|
humans of Earth from extermination by the mechanical Robotrons. Destroy all
|
|
the Robotrons, and you travel to the next stage, with even more dangers.
|
|
|
|
GAMEPLAY:
|
|
Williams' video games were respected as true challenges, with no mercy
|
|
for the weak, and Shadowsoft's version is no exception. ROBOTRON on the Lynx
|
|
is just as fast and tough, with absolutely nothing missing nor abridged. The
|
|
action is viewed from overhead, and you must navagate around each level,
|
|
saving humans while keeping yourself alive. The difficulty can be set to one
|
|
of five levels, though even the easiest is a challenge.
|
|
|
|
Anyone familliar with the original ROBOTRON will know that the controls
|
|
will present a problem. In the arcade, two joysticks were used, allowing you
|
|
to move and fire independently. In response, Shadowsoft has provided three
|
|
different control schemes, using different methods of aiming and firing. This
|
|
is an acceptable substitute, and each player will find a setting that works
|
|
for himself.
|
|
|
|
GRAPHICS/SOUND:
|
|
ROBOTRON's faithfulness goes down to the smallest detail, as the sights
|
|
and sounds of the arcade machine are duplicated exactly. Game elements are
|
|
distinctive enough, though their may be some confusion in the heat of the
|
|
battle. All other visuals are copied as well, right down to the storytelling
|
|
attract mode. Similarly, the sounds of the original have been rendered
|
|
exactly, down to the last zap and explosion. Most of the game is played in
|
|
mono, though the moody title tune and the effect when you die are done in a
|
|
subtle stereo.
|
|
|
|
SUMMARY:
|
|
ROBOTRON on the Lynx loses none of the intensity of the classic title.
|
|
Though the controls are a minor sticking point, they can be worked with,
|
|
leaving this a game of intense non-stop shooting action. If Shadowsoft's
|
|
future works are as good as this, Lynx owners are in for a lot of fun.
|
|
|
|
GAMEPLAY: 8.5
|
|
GRAPHICS: 8
|
|
SOUND: 8.5
|
|
OVERALL: 8.5
|
|
[RYG]=======================================================================
|
|
|
|
RYGAR
|
|
by Atari Corp.
|
|
for 1 player, horizontal game
|
|
$39.95
|
|
|
|
OVERVIEW:
|
|
It has been over 10,000 years since the demonic hordes of the underworld
|
|
drove our people away from the fertle farmlands and forced us into hiding
|
|
on the desolate slopes. Now, however, the predictions of the ancient sages
|
|
has come true. You are Rygar the Reclaimer, born of the mystic birthmark,
|
|
who has the power and the skill to weild the warrior's shield, destroy the
|
|
demons, and bring our people home.
|
|
|
|
Okay, so the storyline is nothing original. RYGAR for the Lynx is an
|
|
adaptation of the Tecmo arcade game, where you play the barbarian hero out
|
|
to battle monsters and beasts across the land. You run from left to right
|
|
across a scrolling screen, fighting monsters and grabbing artifacts along
|
|
the way. Your weapon is your armored shield, which, when thrown at the
|
|
monsters, returns to your hand. If there are too many creatures to be
|
|
destroyed, you can stun them for a few seconds by jumping on them.
|
|
|
|
The artifacts you find along the way will either give you additional points
|
|
or extra fighting powers. You must be careful in your travels, however.
|
|
Touching a non-stunned creature, or falling off the path, spells instant death
|
|
for Rygar. Run out of lives, and the game ends. You face opponents such as
|
|
headless zombies, flying griffons, and giant rolling worms across 23 levels.
|
|
Clear all the levels, and you will return peace to the land.
|
|
|
|
GAMEPLAY:
|
|
Okay, how's it play? As an arcade adaptation, RYGAR is almost -- but not
|
|
completely -- identical to the arcade version. Veterans of the original
|
|
will notice a few differences in the gameplay. For instance, you can't
|
|
throw your shield in a protective arc, and throwing the shield upwards is
|
|
possible only if you have a "star" artifact. There are other minor differences
|
|
as well, but this is an adequate adaptation for the most part.
|
|
|
|
On the plus side, the controls are easy to use, and the game difficulty is
|
|
not set too high. The game is mostly patternized, with a few random elements
|
|
in terms of what artifacts appear. You start off with three lives, and get
|
|
extra Rygars at certain point intervals (the first three are at 50,000,
|
|
100,000, and 175,000 points). When you die, there is no "continue" feature,
|
|
and no "skip levels" feature, so this is largely an endurance contest.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on RYGAR are identical to the arcade version. Both Rygar and
|
|
the demons are clearly distinctive, detailed, and animated identically to the
|
|
arcade. The landscape is done in two-level multilayered scrolling, with nice
|
|
details and some background animation. While it's not MICKEY MOUSE AND THE
|
|
CASTLE OF ILLUSION, it is sufficently well done.
|
|
|
|
Sounds are a bit weaker, however. The game effects are appropriate and
|
|
adequate, though the bells that signal the presence/taking of artifacts can
|
|
get irritating. The background music is reminescent of the arcade tunes -- a
|
|
low rythmic drum beat during gameplay and a musical interlude between levels
|
|
-- but suffers from either being too low-volumed or too high-pitched.
|
|
Fortunately, you can turn off the music by pressing Option 2 before starting
|
|
the game.
|
|
|
|
SUMMARY:
|
|
RYGAR for the Lynx is a "typical" game, neither extremely outstanding nor
|
|
truly dissappointing. While fans of the arcade game will find slight
|
|
differences, it's close enough to be familliar (especially since the only
|
|
other adaptation was a vastly different game for the Nintendo). Though
|
|
there are only 23 levels, the lack of a level skip and game continues means
|
|
this is an average-difficulty endurance contest which will take some time
|
|
to finish.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 8.5
|
|
SOUND: 6.5
|
|
OVERALL: 7.5
|
|
[STU]=========================================================================
|
|
|
|
S.T.U.N. RUNNER
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Take the New York subway system, throw in a hovercraft cruising at 900
|
|
MPH, and you have S.T.U.N. RUNNER, the latest Atari Games' arcade sensation
|
|
adapted for the Lynx. The game starts off simple enough: just drive your
|
|
S.T.U.N. sled up, down, and around a twisting course of tunnels and walkways,
|
|
trying to finish it in the brief amount of time given. Complicating the matter
|
|
are the other cars in the passages, trying to ram and slow you down, as well
|
|
as passing jets trying to bomb your craft. While firing back, you must keep an
|
|
eye on the track, for reckless driving will slow you down, which can cost you
|
|
the race. There are over 20 levels, each with its own variety of twists,
|
|
branches, jumps, and obstacles.
|
|
|
|
GAMEPLAY:
|
|
S.T.U.N. RUNNER on the Lynx is both a thrilling action game and another
|
|
shining translation. In terms of action, the gameplay is fast and furious,
|
|
requiring you to negotiate the twisting track, deal with opponents, and go for
|
|
bonuses all at the same time. Enemies may be dodged or destroyed, though you
|
|
can unleash a road-clearing Shockwave if things get too thick. The only time
|
|
you really get to relax is while examining the map between races.
|
|
|
|
As a conversion, S.T.U.N. RUNNER offers all of the game features found in
|
|
the original. Each of the arcade courses have been faithfully duplicated, with
|
|
the same combination of narrow tunnels, jump ramps, and other track features.
|
|
Similarly, the opposing vehicles are as varied and tenacious as ever, blocking
|
|
your path in the most annoying ways. Finally, challenge stages are scatted
|
|
throughout the game for extra points.
|
|
|
|
There are a few imperfections, but they are very minor. The steering
|
|
controls are a little sensitive, and beginning players will tend to oversteer.
|
|
The problem is not critical, however, and players will adapt to them in a
|
|
short time. The Lynx version is also harder than the arcade game: turning
|
|
improperly into a curve will slow down your craft significantly. Coupled with
|
|
the tight time limits on each track, this can cost you the race.
|
|
|
|
GRAPHICS/SOUND:
|
|
S.T.U.N. RUNNER on the Lynx exploits the graphics engine completely.
|
|
While the original game drew everything with filled polygons, this version
|
|
duplicates it with scaled sprites. The end result is not as refined, but the
|
|
action is incredibly fast -- you really get the sensation of flying at
|
|
supersonic speeds. Distinctive-looking enemies, sharp backgrounds, and
|
|
intermissions round out the sensational effects.
|
|
|
|
Sounds are also very good, with a constant barrage of blasts, screeches,
|
|
and explosions pulling you into the action. Even better, sound effects and
|
|
voices are digitized from the original game, giving strategies, tips, and
|
|
encouragement throughout.
|
|
|
|
SUMMARY:
|
|
This game is a high-quality production from beginning to end, retaining
|
|
all of the action, thrills, and speed of the original game. The Lynx's
|
|
abilities are exploited to the fullest, making this version of S.T.U.N.
|
|
RUNNER a fully-loaded action extravaganza and the best adaptation now
|
|
available for any machine.
|
|
|
|
GAMEPLAY: 9
|
|
GRAPHICS: 9.5
|
|
SOUND: 9
|
|
OVERALL: 9
|
|
[SCR]=======================================================================
|
|
|
|
SCRAPYARD DOG
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
|
|
OVERVIEW:
|
|
Louie is back for the first time. No, that's not a contradiction; the
|
|
big-nosed junkman from the Atari 7800 game SCRAPYARD DOG returns in this new
|
|
adaptation for the Atari Lynx. As before, Louie's pet dog Scraps has been
|
|
kidnapped by Mr. Big, and it's up to him to rescue his pet pal by running,
|
|
ducking, and jumping through 24 stages.
|
|
|
|
Along the way, Louie will face Mr. Big's animal gangsters, such as rat
|
|
mobsters and rock-dropping birds. He can fight back by lobbing tin cans, or
|
|
try to sidestep the problem all together. He can also find money, play in
|
|
hidden bonus sequences, and go shopping. However, a timer counts down each
|
|
level, so Louie can't dawndle too long.
|
|
|
|
GAMEPLAY:
|
|
SCRAPYARD DOG offers solid game action in an easy-to-learn package. The
|
|
controls are simple and logical, and Louie himself responds sharply to your
|
|
moves. The action takes place on a side view, horizontally scrolling
|
|
playfield, though some scenes scroll vertically as well. Game dangers are
|
|
clearly visible, which prevents you from getting killed by a blindsided
|
|
attack. Players comfortable with Bonk or Mario will be right at home with
|
|
Louie.
|
|
|
|
Though the mechanics are very familiar, SCRAPYARD DOG keeps things
|
|
intersting by good use of variety throughout the game. The trip starts off at
|
|
the scrapyard, but winds through, above, and below the rest of the town. With
|
|
vehicles to drive, places to explore, and villians to foil, the player is
|
|
kept pretty busy. Things never get too hectic, though, and overall the game
|
|
runs at a leisurely clip. As with other games in this genre, there are very
|
|
few random elements, so patterns can be developed over time.
|
|
|
|
The most interesting parts of the game are the numerous secret bonuses and
|
|
diversions. There are stores along the path where Louie can buy useful items,
|
|
such as weapons or protection. Also, hidden throughout the landscape are
|
|
various bonus scenes. For instance, by hopping on the right keys of a giant
|
|
organ, or winning a shell game, Louie can pick up more money and benefits.
|
|
There are also other bonuses, both hidden and overt, sprinkled throughout the
|
|
game for the player to find.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics in SCRAPYARD DOG are simple and entertaining. Game elements
|
|
are easily identifiable and drawn in primary colors with a minimum of detail.
|
|
There are also extra touches that add to the fun, such as an animated opening
|
|
cartoon, and Mr. Big's taunting notes throughout the game. Sounds are pretty
|
|
basic, offering appropriate but generic noises with a musical tune thrown in.
|
|
|
|
SUMMARY:
|
|
Despite the cute graphics and the simple plot, this title offers good
|
|
clean fun for players of all ages. The numerous hidden surprises and the
|
|
variety throughout only add to the game's appeal, making SCRAPYARD DOG a
|
|
well-recommended title.
|
|
|
|
GAMEPLAY: 8.5
|
|
GRAPHICS: 9
|
|
SOUND: 7
|
|
OVERALL: 8.5
|
|
[SHA]======================================================================
|
|
|
|
SHADOW OF THE BEAST
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
The Beast is back! SHADOW OF THE BEAST for the Lynx is -- no surprise -- a
|
|
conversion of the popular Psygnosis computer game. You play an inhuman demon,
|
|
stripped of your human identity by the dreaded Beast Lord, and who has just
|
|
now learned of your lost heritage. Now driven by rage and revenge, you must
|
|
run, jump, and fight through a number of multidirectional scrolling stages to
|
|
destroy the fiend and rest your soul. Along the way, you will unravel puzzles
|
|
and hunt for tools and weapons, but an army of minions and many traps stand in
|
|
your way.
|
|
|
|
GAMEPLAY:
|
|
The original version of BEAST was notorious for being incredibly
|
|
difficult, and this version is just as hard; it is one of the toughest Lynx
|
|
games you can buy today. You have only one life, and your lifeblood is quickly
|
|
whittled away by relentless attacks and sheer drops. The game offers three
|
|
continues, but there is no way to save a game or to skip earlier stages. The
|
|
game is immensely large, with dozens and dozens of places to explore, and
|
|
players are advised to allocate lots of free time for this title. Simple
|
|
controls allow you to jump, attack, and select weapons, though you cannot
|
|
instantly change directions.
|
|
|
|
What elevates SHADOW OF THE BEAST from being another rehash of DONKEY KONG
|
|
is its adventuring aspects. While there are platforms to jump and enemies to
|
|
destroy, blindly going forward will get you nowhere. Instead, the only way to
|
|
make progress is to thoroughly explore each area. The adventuring aspects of
|
|
this game are simple and very linear. Each problem has one path to the proper
|
|
solution, and deviations from that are harder or simply impossible. Also, some
|
|
areas require prior knowledge, which you can get only by experience from
|
|
earlier games. To be fair, this game pulls no sudden surprises; when you die,
|
|
for instance, you know exactly what mistakes led to your demise.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on BEAST are some of the best ever seen on a Lynx. Fantastic
|
|
use of color and detail makes for realistic characters and backgrounds, topped
|
|
off with fine, multilayered parallex scrolling. Your on-screen personna runs,
|
|
turns, and jumps with fluid, lifelike animation, and many of the game's
|
|
antagonists are equally well done. The game sounds are slightly above average,
|
|
though they do not come too often. Much better, though, are the many
|
|
background tunes running throughout the game, all of which are terrific,
|
|
atmospheric, and haunting. You can press Option 2 to turn them off, but you
|
|
won't want to...
|
|
|
|
SUMMARY:
|
|
SHADOW OF THE BEAST hits the Lynx without losing any of the relentless
|
|
challenge from the original. It is an audio-video feast, but the game's high
|
|
difficulty level and gameplay may turn off some players. Still, if you relish
|
|
a serious, take-no-prisoners video game, this title is just the ticket.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 9
|
|
SOUND: 8.5
|
|
OVERALL: 7.5
|
|
[SHN]========================================================================
|
|
|
|
SHANGHAI
|
|
1-2 players, horizontal game
|
|
Atari Corp. for the Atari Lynx
|
|
$39.95
|
|
|
|
OVERVIEW:
|
|
In 1986, before TETRIS, a company called Activision (now known also as
|
|
Mediagenic) took the ageless Chinese game of Mah Jongg and twisted it into
|
|
a computer puzzle challenge for the 20th century. This game became an instant
|
|
hit, largely due to its simplicity: Players remove matching pairs of tiles
|
|
from an organized heap, trying to remove as many tiles as possible.
|
|
|
|
Now the game returns, in color, portable, and expanded, on the Atari Lynx.
|
|
As in the original SHANGHAI, you are presented with 144 Mah Jongg tiles
|
|
arranged in an organized, three-dimensional heap. By selecting matching pairs
|
|
of "free" tiles (tiles not blocked by other tiles to the left or right), you
|
|
whittle down the pile, and ultimately -- if your strategy is wise -- clear
|
|
the heap. The Lynx version is expanded from the original with alternate board
|
|
sets and two-player options, while retaining all the features of the original.
|
|
|
|
GAMEPLAY:
|
|
SHANGHAI is like TETRIS, KLAX, or a Rubik's Cube: it looks so easy to solve,
|
|
but actually beating the challenge is another matter. Players who are familliar
|
|
with SHANGHAI elsewhere will have no problem with the Lynx version, as the
|
|
original gameplay has been kept completely intact. You move an arrow around
|
|
the screen with the joypad, pressing the "A" button to select tiles, and the
|
|
"B" button to deselect them. During the game, pressing Option 1 will provide
|
|
you with extra features -- previous best scores for this board, changing the
|
|
way tiles are displayed, restarting the game, or a starting-tile hint. Scoring
|
|
is done by both the number of tiles you have removed, as well as the amount of
|
|
time you take to finish the game (an on-screen clock is provided).
|
|
|
|
As mentioned before, the Lynx version has been expanded from the original.
|
|
Before the game starts, you can choose to play on one of seven tile
|
|
configurations: Dragon (the original), Hawk, Butterfly, Fish, Bear, Spider,
|
|
and Turtle. With two Lynxes ComLynxed, you can play either Alternating
|
|
Competitive, Simultaneous Competitive, or Cooperative. The game even offers
|
|
built-in instructions, for on-the-spot teaching.
|
|
|
|
A special word goes out to the instruction manual. In this age of short and
|
|
sparse game instructions, the SHANGHAI manual goes beyond the call of duty,
|
|
presenting not only the fundamentals of gameplay, but some historical
|
|
background into the Chinese Mah Jongg game, the origin of the tile symbols,
|
|
and some very helpful strategies. There's even a slightly-silly storyline,
|
|
for people who must have a tale for everything.
|
|
|
|
GRAPHICS/SOUND:
|
|
One major reason why SHANGHAI on the Lynx is so playable are the graphics.
|
|
All of the tiles are clearly recognizable at all times, both in their symbols
|
|
and their height on the board. Tiles can be displayed either as a number and
|
|
a symbol (e.g., a "3" and a bamboo), or as the actual Mah Jongg tile image
|
|
(e.g., three bamboo sticks). To further help identify the tiles, a magnified
|
|
picture of the tile under your pointer is displayed (if the tile is "free"
|
|
for removal), thus eliminating all ambiguity. Other game graphics are equally
|
|
functional without being intrusive.
|
|
|
|
Sounds are not really needed for this game, but the Lynx version provides
|
|
them anyway. Tiles are selected with a resounding click, and a buzzer alerts
|
|
you when you have made an illegal move. Option 2 selects from one of four
|
|
background tunes, as well as total silence.
|
|
|
|
SUMMARY:
|
|
This is an excellent version of SHANGHAI, preserving all of the charm of
|
|
the original game while throwing in enough twists to make it stand on its
|
|
own. For fans of the original who want to play on the go, and for players
|
|
interested in an engrossing, always-challenging puzzle for the Lynx, SHANGHAI
|
|
is recommended without any reservations.
|
|
|
|
GAMEPLAY: 10
|
|
GRAPHICS: 10
|
|
SOUND: 9
|
|
OVERALL: 10
|
|
[STE]=================================================================
|
|
|
|
STEEL TALONS
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Once again, the Lynx dares to go where other portable game systems fear to
|
|
tread, with an adaptation of STEEL TALONS, the arcade helicopter flight
|
|
simulator. Your objective is to fly a military chopper through twelve filled-
|
|
polygon missions, blowing away enemy armaments and camps while staying alive.
|
|
Each of your four helicopters can take a small number of hits, and the battle
|
|
computer and instruments provide lots of information, but in the end it takes
|
|
skill and strategy to win. Are you up to the challenge?
|
|
|
|
GAMEPLAY:
|
|
Confession time -- when I heard that STEEL TALONS was being adapted for
|
|
the Lynx, I shuddered in fear. After all, the last attempt at a polygon
|
|
simulator was the very disappointing HARD DRIVIN'. If the Lynx couldn't handle
|
|
a car, how much worse would a helicopter simulation be? Surprise! STEEL TALONS
|
|
is a LOT of fun to play, and represents the cutting edge of Lynx software
|
|
technology. John Sanderson and NuFX have learned a lot from their earlier
|
|
effort, and this title is to be commended.
|
|
|
|
Three features from the arcade game have been removed from the Lynx: The
|
|
ability to play two players simultaneously, the use of fuel limits, and the
|
|
option to completely simulate an Apache helicopter's control set (the arcade
|
|
default used simplified controls to make flying easier). Otherwise, everything
|
|
else is preserved. You have control of your speed, altitude, and heading, and
|
|
instruments show everything from structural integrity to ammo remaining to the
|
|
location of you and your targets. The game can be seen either from behind your
|
|
chopper, or from the cockpit for double points. The instruction manual is a
|
|
little sparse on details, leaving players more about the game to discover.
|
|
|
|
The steering yolk, pedals, and stick of the original STEEL TALONS have
|
|
been streamlined; all of the Lynx's buttons are used, alone and combined, to
|
|
give you total control. Learning the scheme takes about ten minutes, but it's
|
|
a worthy investment. Unlike HARD DRIVIN', everything is properly responsive
|
|
and the controls are reasonable. One quirk that may confuse some players is
|
|
that "flight" controls are not used; pressing up takes you higher, not lower.
|
|
This shouldn't bother most players, however.
|
|
|
|
Overall, the game is fairly hard and challenging, and careless players
|
|
will be quickly decimated. Missions are progressively difficult, ranging from
|
|
a training run to night hunting to weaving through tall canyons. Each mission
|
|
is timed, and finishing a mission fast enough earns bonuses. You have a set
|
|
number of machine gun rounds, rockets, and guided missiles, with the battle
|
|
computer finding targets and helping your aim. You'll soon completely lose
|
|
yourself in the action, strafing targets and destroying tanks effortlessly.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics and sound on STEEL TALONS will please most players. The game
|
|
action is rendered with filled-polygon graphics, drawing enemies and hills
|
|
along with trees, clouds, and rivers. The screen is updated at about four
|
|
frames a second; while it's not as fast as a dedicated machine, it's more than
|
|
sufficient and doesn't hurt the game at all. Instruments are visible without
|
|
obscuring the view; other graphics, like the terrain maps and the high score
|
|
table, are drawn very nicely.
|
|
|
|
There are not a wide variety of sounds, but the ones that are present are
|
|
used appropriately. The drumming of your chopper's blades fill the skies,
|
|
mixed with the rattle of the machine guns and the hiss of missiles. Klaxons
|
|
and chimes warn of radar lock and enemy hits, all punctuated with assorted
|
|
explosions. Finally, there's a somewhat garbled voice giving you tips before
|
|
each mission, and some nicely-done musical tunes sprinkled throughout.
|
|
|
|
SUMMARY:
|
|
Purists who wanted nothing short of a total, unabridged translation will
|
|
be disappointed. For everyone else, though, STEEL TALONS on the Lynx is a joy
|
|
to play, a very pleasant surprise, and a Herculean effort to be saluted. If
|
|
the idea of realistic air combat action stirs your blood, buy this game and
|
|
take off!
|
|
|
|
GAMEPLAY: 9.5
|
|
GRAPHICS: 9.5
|
|
SOUND: 8.5
|
|
OVERALL: 9.5
|
|
[SUP]========================================================================
|
|
|
|
SUPER SKWEEK
|
|
1-2 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
It's a bird! It's a plane! It's...an orange furball? No, it's SUPER SKWEEK
|
|
on the Lynx, an adaptation of the French computer game, and an unofficial
|
|
sequel to SLIDER on the Game Gear. You control Skweek, the orange furball
|
|
alluded to above, whose mission is to save 250 tile-filled levels on five
|
|
islands with a motley crew of creatures and critters. The game is viewed from
|
|
above, as Skweek walks along the tiles and shoots any creatures that get in
|
|
his way.
|
|
|
|
Skweek's most common goal is to walk on the blue tiles to make them pink,
|
|
though some levels require rescuing female Skweezettes or destroying monsters
|
|
instead, and all levels feature a time limit. Making the effort harder are the
|
|
many types of tiles in the game -- slippery tiles, crumbling tiles, explosive
|
|
tiles, and even tiles that float above the ground. Skweek can also find or buy
|
|
icons to change his shots or give other powers. The game can start from stage
|
|
1, 50, or 100, or be played in a random order, and a password saves your
|
|
current score and game. Finally, two people can ComLynx together for
|
|
cooperative or competitive play.
|
|
|
|
GAMEPLAY:
|
|
Though it looks like a puzzle game, SUPER SKWEEK shouldn't be treated as
|
|
one. Some of the levels require strategic thinking, but most of the game is
|
|
played with instinct and arcade-quality caution. This title's biggest asset is
|
|
its wealth of features. There are literally dozens of enemies, enhancements,
|
|
tiles and wall pieces to work with, and discovering how everything works will
|
|
take a while. There's also a lot of randomness to the game, which makes
|
|
pattern developing impossible and helps its appeal. Other options allow you to
|
|
restart the current level and to adjust the diagonal movements of the joypad.
|
|
|
|
While the idea is fine, the implementation is not, as there are problems
|
|
in SUPER SKWEEK that make it harder than necessary. Shooting is tricky, as
|
|
only a direct hit on a monster counts, and near-misses often prove deadly.
|
|
Because Skweek's movement is not confined to the "grid" of each level, you can
|
|
walk into a dangerous area unintentionally. There's also an annoying bug if
|
|
Skweek dies on a disappearing tile: your next life appears in the same spot,
|
|
and if the tile is still gone, you die again. These problems are frustrating,
|
|
though not enough to totally discredit the game.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on SUPER SKWEEK are very nice, though there's little here
|
|
that any other video game can't duplicate. Colors are used incredibly well,
|
|
with bright pastels and primaries used to compliment the whimsy and give the
|
|
impression of lots of shades. Game text and elements are small, yet remain
|
|
easily identified with lots of detail and animation. Sounds consistly of
|
|
machine-generated effects, but nothing truly unusual or noteworthy. The
|
|
various themes and music, however, are a notch above the standard Lynx fare.
|
|
|
|
SUMMARY:
|
|
This is an unusual game with a distinctive atmosphere that may not attract
|
|
all players. While the concept is fairly novel, there are a few flaws in the
|
|
implementation that hinder it somewhat. Still, if you're willing to put forth
|
|
a little patience for its weaknesses, SUPER SKWEEK can produce many hours of
|
|
engaging fun.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 9
|
|
SOUND: 7.5
|
|
OVERALL: 7.5
|
|
[SWI]======================================================================
|
|
|
|
SWITCHBLADE II
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
In the far future, the evil ninja lord Havok reined over the land, until
|
|
Hiro the immortal defeated his robot army and banished the fiend. Now Havok
|
|
and his forces have returned, stronger than ever, and Hiro has returned to
|
|
fight once again. Armed with lethal metal-slicing blades and an array of
|
|
weapons, you must guide Hiro across the scrolling landscape, destroying all
|
|
enemies in your path and bring down Havok once again.
|
|
|
|
If you haven't fallen asleep from that threadbare plot, then here are more
|
|
details for this Lynx adaptation of the Gremlin game. Hiro starts with three
|
|
lives, though each life can take several hits before dying. Money, health, and
|
|
points can be found along the way, while extra lives and advanced weaponry can
|
|
be bought in the shops located in the game. There are six levels in all, each
|
|
divided into several substages and capped with the obligatory boss villain.
|
|
|
|
GAMEPLAY:
|
|
The video game market is filled from floor to ceiling with hundreds of
|
|
these scrolling, kill-everything titles, some very good and some very
|
|
mediocre. SWITCHBLADE II leans towards the latter, with fairly bland gameplay
|
|
that feels flavorless and leaves you hollow. On the surface, there is nothing
|
|
at fault with this game, as it follows all of the formulas: Controls are
|
|
simple and responsive, the story and gameplay are tried and true, and there's
|
|
a wealth of enemies, weapons, and scenery. Just go in and clobber anything
|
|
that moves, right?
|
|
|
|
On the other hand, this game lacks a soul, a sense of adventure and
|
|
excitement. There's very little challenge, with enemies patrolling mindlessly
|
|
or attacking in ones and twos, and no time limit or other form of pressure.
|
|
Young players may find this game tricky, but experienced players will easily
|
|
stomp over the forces of evil. Many other games offer the same basic action,
|
|
only better, or faster, or more difficult, but SWITCHBLADE II quickly becomes
|
|
an exercise in boredom. There's no solid reason to dislike this title, but it
|
|
offers little incentive to like it, either.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics and sound of SWITCHBLADE II do not do anything to enhance its
|
|
appeal. The graphics are small and passable, with a good variety to reflect
|
|
the different types of terrains and enemies. Unfortunately, they fail to get
|
|
the player excited, and the animation is extremely simple. Similarly, aside
|
|
from a stirring title theme, the game is mostly quiet, except for the tapping
|
|
of Hiro's feet and assorted explosions. Remaining sound effects are uninspired
|
|
and quickly forgotten.
|
|
|
|
SUMMARY:
|
|
SWITCHBLADE II is yet another side-scrolling kill-everything action game
|
|
that will quickly get lost in the crowd, as it commits the cardinal sin of
|
|
boring the player. People who dislike this game genre will not be swayed by
|
|
SWITCHBLADE II, and action gamers can easily find other, similar titles that
|
|
are more enticing.
|
|
|
|
GAMEPLAY: 5
|
|
GRAPHICS: 5.5
|
|
SOUND: 5
|
|
OVERALL: 5
|
|
[TOD]========================================================================
|
|
|
|
TODD'S ADVENTURES IN SLIME WORLD
|
|
1-8 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Okay, let's get the novelty out of the way: TODD'S ADVENTURES IN SLIME
|
|
WORLD is the first eight-player video game ever created. That aside, you play
|
|
the role of Todd the explorer, who's trapped inside a planet made of
|
|
disgusting green slime. There are six scenarios, and most of them requires you
|
|
to climb, jump, slide, and fly to the exit, while grabbing as much treasure as
|
|
possible on the way (when playing with friends, one scenario has you hunting
|
|
the other players to be the last one alive).
|
|
|
|
Todd starts off with a water pistol and a computer-generated map. As Todd
|
|
explores Slime World, he will find valuable slime gems and assorted tools such
|
|
as shields, jet packs, or megabombs. Todd will also get coated in the gunk,
|
|
whether it's from dripping ceilings or attacks from numerous creatures. The
|
|
creatures can be dispatched with the water gun, but too much slime is fatal,
|
|
so you must keep Todd clean. Even then, the trip is very dangerous; an
|
|
unlimited number of lives are available, and pausing the game gives a
|
|
six-character password to let you continue at a later date. A built-in
|
|
tutorial makes learning easier.
|
|
|
|
GAMEPLAY:
|
|
This game is HUGE. Most of the caverns used in the scenarios are hundreds
|
|
of screens large, and require literally hours to reach the exit. You'll often
|
|
look at the computer map, think you're near the end, explore a bit further,
|
|
then find a larger expanse of uncharted territory ahead. There's quite a lot
|
|
to look at, also: waterfalls of slime, rubbery slime to bounce on, slippery
|
|
slime, giant pools of slimy water. SLIME WORLD's creatures will fly, hop, and
|
|
jump all over, hoping to either coat you in the ooze, eat you alive, or simply
|
|
stick to your face. The six different levels are somewhat distinctive; some
|
|
emphasize arcade-type action, while others require careful exploring and
|
|
thinking.
|
|
|
|
As large and varied as it is, SLIME WORLD's weakest point is the lack of
|
|
repeatability. It's biggest attraction is the appeal of exploring the unknown.
|
|
Once you eventually finish a scenario, there is little motivation to try it
|
|
again, as the layout and contents never change; a randomly-generated level
|
|
would have helped immensely. While the "hunt the other players" mission is
|
|
very enjoyable, the other levels feature little direct interaction, and do not
|
|
benefit greatly when ComLynxed. Exploring Slime World is fun, but it's after
|
|
the exploration ends that the fun wanes.
|
|
|
|
GRAPHICS/SOUND:
|
|
SLIME WORLD's slime effect is convincing and impressive, with glistening,
|
|
unidentifiable clumps throughout, all oozing and pulsating in real time. Todd
|
|
himself is highly animated, and can be clearly seen throwing bombs, using
|
|
equipment, and performing whatever else you want. Creatures and other objects
|
|
are also done well, though not nearly as animated as Todd. In a multiplayer
|
|
game, your character has blonde hair while other players are brunettes.
|
|
|
|
Sounds are interesting, though ultimately not as exciting. Aside from the
|
|
title theme, game music consists of repeating clips, ranging from short tunes
|
|
to near-random beeps, that change periodically. Sound effects are a bit better,
|
|
though a crowd of slime creatures in tight quarters can quickly produce a
|
|
jarring kalidescope of noise.
|
|
|
|
SUMMARY:
|
|
TODD'S ADVENTURES IN SLIME WORLD will appeal mostly to players who enjoy
|
|
the idea of exploring every nook and cranny of its vast, gooey terrain. For
|
|
others, however, the appeal is not as distinct; depending on personal
|
|
preferences and the availability of friends, the value of this card will vary
|
|
significantly.
|
|
|
|
GAMEPLAY: 7
|
|
GRAPHICS: 8.5
|
|
SOUND: 6
|
|
OVERALL: 7
|
|
[TOK]======================================================================
|
|
|
|
TOKI
|
|
1 player, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$34.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
So there's Toki the caveman, out spending time with his girlfriend,
|
|
talking about whatever it is cavepeople chat about. Who comes to spoil the
|
|
party but the local Evil High Priest Vookimedlo, who kidnaps his gal and uses
|
|
magic to devolve Toki into a chimp. Strangely enough, Toki the chimpanzee can
|
|
shoot fireballs from his mouth, and decides to use his primitive machismo to
|
|
rescue his date. Hey, if an Italian plumber can rescue damsels in distress,
|
|
why can't an ape give it a try?
|
|
|
|
That's TOKI for the Atari Lynx, an adaptation of the little-seen arcade
|
|
video game from Fabtek. You must guide Toki through eight multidirectional
|
|
scrolling stages of caverns, moats, and whatnot, battling Vookimedlo's traps
|
|
and flunkies. Toki can defeat enemies by hitting them with his fireballs, or
|
|
by repeatedly jumping on them. Along the way, you will find items that
|
|
temporarily enhance Toki's abilities, like higher jumping or more powerful
|
|
fireballs. A life is lost if Toki is hit by an enemy, caught by a trap, or
|
|
runs out of time; an extra life is awarded if enough coins are collected.
|
|
|
|
GAMEPLAY:
|
|
The most supportive statement that can be made for TOKI on the Lynx is
|
|
that it's a very faithful adaptation. Almost none of the gameplay has been
|
|
abridged or altered; people who have played this in the arcade will be in
|
|
familliar territory. The problem is that the original was not that spectacular
|
|
to begin with. Aside from the slightly novel plot, there is very little here
|
|
that hasn't been done before.
|
|
|
|
This is not to say that TOKI is a bad game; as yet-another-run-and-jump,
|
|
its redeeming points elevate it a bit above its competition. There is a good
|
|
amount of variety; the enemies you have to face are very diverse, and the
|
|
different stages are much more than a change in window dressing. Also, the
|
|
game sets a very irreverant tone; for instance, two of the tools helping
|
|
Toki's quest are football helmets and teeter-totters loaded with weights.
|
|
Finally, the game itself is of fair difficulty; you start with four lives,
|
|
and can continue up to two times, but the typical player will need all the
|
|
help he can find.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics and sound of TOKI capture the game's lighthearted attitude
|
|
very well. There is good use of color and a lot of detail and animation in the
|
|
graphics. However, some of the game elements are fairly small, requiring a bit
|
|
of effort to spot them. This can be fatal with some of the more detailed
|
|
backgrounds, as a small incoming projectile could slip past your sight.
|
|
|
|
Sounds are better, making good use of music, computer-generated effects,
|
|
and digitized clips. Each level is accompanied by an unobtrusive background
|
|
soundtrack, and the individual sound effects are distinctive. The digitized
|
|
bits are often the most enjoyable, such as Toki's death yelp and the
|
|
cartoon-inspired "boing!" noises.
|
|
|
|
SUMMARY:
|
|
TOKI is, in the final analysis, a great adaptation of an average game,
|
|
duplicating the original's sights, sounds, and action faithfully. If you
|
|
aren't interested in run-and-jump contests, there is little here to change
|
|
your opinion. However, if you're in the market for a new arcade-action game,
|
|
TOKI is a worthy candidate.
|
|
|
|
GAMEPLAY: 6.5
|
|
GRAPHICS: 7.5
|
|
SOUND: 9
|
|
OVERALL: 7
|
|
[TOU]======================================================================
|
|
|
|
TOURNAMENT CYBERBALL
|
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1-4 players, horizontal game
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Atari Corp., for the Atari Lynx
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$39.95
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Stereo? No
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OVERVIEW:
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As mankind moved into the 21st century, the task of keeping people
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entertained started to become a problem. The sports and games of yesteryear
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seemed boring and tame as the new generation wanted more action and danger.
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Since murder remains illegal, the solution fell to robots, who could offer the
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violence that the audience demanded while preserving human lives.
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Welcome to the era of TOURNAMENT CYBERBALL, the explosive sequel to the
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CYBERBALL arcade game from Atari Games. This is a futuristic sports game with
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very close ties to American football. Two teams of robots play on a 100-yard
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field, trying to move a ball into the opponents' end zone. The ball heats up
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over time, so the offensive team must carry the ball far enough to cool it
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down, else face an explosion that destroys nearby players. Cheap mass-produced
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replacements are available, but smart coaches save their winnings to buy the
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better model players.
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GAMEPLAY:
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On the surface, TOURNAMENT CYBERBALL appears to be a decent adaptation.
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Up to four players can play, either against each other or versus one of four
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computer coaches. The defense has a fixed selection of moves, while the
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offensive choices are picked by the game from a larger pool, according to the
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situation. On the field, each player controls a robot, and are responsible for
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making the passes and blitzes needed. During the game, you earn money for
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specific scoring actions, such as interceptions and scoring. The game lasts
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for six periods, with opportunities to buy enhanced players throughout the
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game.
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Scratch the surface, however, and the problems appear. There is no
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apparent difference in abilities between the teams, and the team-unique plays
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from the original are gone. Robots cannot be damaged, though an explosion will
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destroy the ball carrier. Handoffs are unpredictable, reducing the value of
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running plays, and while passes are effective, it's difficult to intercept the
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computer's throws. Opportunities for enhanced players appear throughout the
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game, but reduce the number of plays available until you accept. The pace of
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the game is a little too fast; more time to decide and choose plays would be
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welcome, and plays start as soon as all players are in position. These and
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other flaws reduce a great idea into a frustrating experience.
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GRAPHICS/SOUND:
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The graphics in TOURNAMENT CYBERBALL are passable, though little more.
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The robots are distinctive, but are otherwise nondiscrept, and appear a bit
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too small. The three-quarters perspective scrolling and the play selection
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screens are done well, but are nothing to shout about. Sound effects are of a
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similar nature, either using similar versions of the arcade sounds and music,
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or omitting them all together. On the plus side, some of the digitized voices
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have been preserved, though hearing "Three... six... hike!" on every play
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becomes irritating after a while.
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SUMMARY:
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TOURNAMENT CYBERBALL on the Lynx could have been a quality conversion;
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other Lynx titles have shown the potential of the system. This game seems to
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have been written by someone with little familliarity with the original, and
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the shortcomings show through. In the final analysis, the many fans of
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TOURNAMENT CYBERBALL should skip this conversion and stick to the arcade
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machine instead.
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GAMEPLAY: 5.5
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GRAPHICS: 7
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SOUND: 7
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OVERALL: 6
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[TUR]=======================================================================
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TURBO SUB
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1-2 players, horizontal game
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Atari Corp., for the Atari Lynx
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$34.95
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OVERVIEW:
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Let's get this straight: Earth is under attack (again) by alien invaders
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(again). All attempts to repel the invaders have failed (again), but a single
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brave hero may (again) restore peace to the planet (again). Guess who gets
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this honor (again)? Yes, you (again).
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TURBO SUB for the Atari Lynx is a first-person nonstop firefight. The
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enemy has taken over the skies and seas of the Earth, and it's up to you to
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destroy the invaders and save the day. You pilot the Turbo Sub, a high-speed
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flying and diving aquatic arsenal. Your foes use everything from amphibious
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warships to robotic creatures and flying stone heads. Each level (there are
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reportedly seventeen) starts off with an aerial attack, though you can dive to
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escape if the situation gets too thick. After the air attack, you head
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underwater, with more enemies to fight, obstacles to dodge, and gems to
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gather. Survive the round, and the sub enters a supply cavern, where you use
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gathered gems to buy additional supplies and weapons.
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GAMEPLAY:
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TURBO SUB is what I call a "ten second" game; it takes ten seconds to
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learn it, and another ten seconds to get into the thick of things. Your
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primary objective consists of blasting everything. Staying alive means dodging
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enemy fire, collisions, debris, and underwater obstacles. The sub's main
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weapon is an unlimited supply of electro-plasma bursts; there is also a
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limited supply of megabombs, which can destroy all visible enemies at once.
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Between rounds, you can buy extra ships, extra fuel, and better weapon systems
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for use on the next level. Two players can ComLynx together, but the only
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purpose is to see who can out-shoot the other.
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There is little else that needs to be said. The game idea demands fast,
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frantic action, and TURBO SUB delivers it in spades. The initial levels
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consist of small groups of one and two aliens, but quickly progress into more
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opponents wielding more firepower. The game starts with eleven subs, and they
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will go quickly if you're not careful. In the end, though, TURBO SUB strikes
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a balance between being difficult without being hopelessly overwhelming. The
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downside of this game is that there is little variety; as with other games of
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this type, victory will come to players with the fastest reflexes and the
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strongest thumbs.
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GRAPHICS/SOUND:
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As expected, the Lynx's sprite hardware makes TURBO SUB's 3D effects
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smooth and effortless. The graphics themselves are a mix, from realistically
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detailed to bright and simple, and end up attractive and engaging. There is
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very little for sound, however. The only music comes from a bouncy little
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tune at the title page, and actual game sounds are mostly explosions and
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weapons fire.
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SUMMARY:
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What TURBO SUB lacks in originality and variety, it makes up with
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blistering excitement. If you've got an appetite for uncomplicated massive
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destruction at Mach 3, TURBO SUB is the way to go!
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GAMEPLAY: 8
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GRAPHICS: 8
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SOUND: 6
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OVERALL: 7.5
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[VIK]=========================================================================
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VIKING CHILD
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1 player, horizontal game
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Atari Corp., for the Atari Lynx
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$34.95
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Stereo? No
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OVERVIEW:
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Can't a guy fulfill his destiny in peace? Brian the Viking child was just
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sitting at home when the Norse god Loki appeared (between stints in GHOULS AND
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GHOSTS, natch). Worried about the prophesy that Brian will grow up into a
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mighty Viking leader, Loki has kidnapped Brian's family, spirited them across
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the land, and dared the young boy to rescue them. If Brian can survive the
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rescue of his family, he may get to fulfill this destiny someday.
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This is the premise of VIKING CHID, an action-adventure game for the Atari
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Lynx, adapted from the European computer title. You play the part of Brian,
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who must explore many stages of the side-view scrolling landscape in search of
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your family. A family member has been hidden throughout the land, guarded by
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both Loki's forces and a bit of deception. Only by agility and intelligence
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can you complete this quest.
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GAMEPLAY:
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When you boil the game down, VIKING CHILD is essentially a run-and-jump
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quest game with a few adventure-gaming touches. Brian loses health over time
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and in fights with monsters, while each victory earns money and points. Though
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the trip is very linear, there is a lot of terrain to explore, and houses,
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castles, and caves contain shops selling weapons and magic. Finally, you can't
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exit a level without first uncovering and defeating the level's chieftain
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monster, who is hidden from immediate view.
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In the end, the combination of action and adventure is only partially
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successful, which hampers the appeal. As an action game, VIKING CHILD is a bit
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slow; Brian walks and jumps at a modest rate, while monsters run and jump all
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over the place. There are numerous fights, but they consist mainly of poking
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creatures with a dagger or throwing weapons against them. And while there is
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much to see, this game offers none of the sophistication of real role-playing
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games. In its favor, VIKING CHILD is a tough game, with time limits and
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Loki's forces combining to whittle down your health.
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GRAPHICS/SOUND:
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The graphics on VIKING CHILD are done fairly well. The adventure itself
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makes good use of earth-tone colors and detail. Brian and the creatures are
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drawn small enough to give a good view of the surrounding area, without losing
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much detail. There are also some elegant static screens and lots of cute
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touches throughout. Sounds, in contrast, are an absolute minimum. There are
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some nice scores, but the few primary game sounds are simply basic.
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SUMMARY:
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While VIKING CHILD is a pleasant diversion, it is missing the refinements
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needed for greatness. The biggest appeal is in exploring the land and just
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trying to survive, but it should not be mistaken for an adventure game.
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Still, if you're looking for something that's a little more than the typical
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run-and-jump title, VIKING CHILD is worth a try.
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GAMEPLAY: 7
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GRAPHICS: 8
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SOUND: 6
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OVERALL: 7
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[WAR]=======================================================================
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WARBIRDS
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1-4 players, horizontal game
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by Atari Corp., for the Atari Lynx
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$34.95
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OVERVIEW:
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Modern air combat is hardly as glamorous as it appears in the movie
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theatres (or video games, for that matter). Modern radar and weapons
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systems seek and destroy a target well before the pilot even sees his
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enemy, and today's "dogfights" end in the blink of an eye. Not since the
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days of the early 20th century have air combat involved pilots flying close
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enough to salute each other before the kill.
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This is the world of WARBIRDS, the new aerial combat game for the Atari
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Lynx, and the first true flight simulator for any home video game system
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currently available. Other flying games currently available only give the
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illusion of flight -- While you can move around the screen, you have no
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real control over where you go. WARBIRDS, on the other hand, puts you in
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complete control of a World War I biplane. You can fly over a barn, loop
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around, then strafe it from another direction. You determine all of the
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plane's maneuvers, and can turn, roll, dive, and climb any way you want.
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GAMEPLAY:
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So what are you doing here? Up to four pilots (including yourself) can
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occupy the airspace over the lush green countryside. No matter how many
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are present, your objective is the same -- destroy them all. Your only
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weapon is a front-mounted machine gun, and your only defense are your
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skills and the occassional cloudbank. "Scoring" consists of how many
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planes you can shoot down before you yourself are killed, over a series
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of missions. If you run out of ammunition, you must find, land, and reload
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your guns, during which you are vulnerable to enemy attacks.
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Several game options are available. These include how much damage a
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plane can take, whether collisions are fatal, how much ammunition is
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present, and where your airplane starts. In a multiplayer game, everyone
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can choose their own settings, providing a handicapping feature between
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players of different skills. In a single-player game, six "missions" are
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available; however, the only difference is the number of enemy planes, and
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whether they're amateur or professional pilots.
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As a simulator, WARBIRDS is filled with features not found on any other
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video game. Your plane has instruments for airspeed, altitude, direction,
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oil pressure, and ammo rounds remaining; all are important in their own way.
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The physical effects of stalling, high-speed dives, and even the inertia
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from the rotating engine are duplicated convincingly. Because WARBIRDS is
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a simulator with no fancy weapons, success or failure is fully dependent
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on your own flying and hunting skills. This realism cuts both ways,
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however -- biplanes were not known for their speed, and players accustomed
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to the high speeds of today's arcade games may find WARBIRDS boring. There
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is an "arcade" option, which gives your plane a faster "jet" engine, which
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may satisfy your need for speed.
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GRAPHICS/SOUND:
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The graphics on WARBIRDS are a mixed bag from good to great. The opening
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title page is attractive, with biplanes and credits flying by the player.
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The actual combat scenes are done with a combination of filled polygons
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(for hills and barns) and scaled sprites (clouds, planes, flying bullets,
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smoking engines). Digitized pictures are shown at the end of a fight,
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indicating your success or failure. Overall, it's slightly above average
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for the Lynx's abilities.
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Sounds are essentally basic and effective. The game uses several music
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scores before and after flights. Actual combat is filled with the noises
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of your engine (unless you turn it off), the rattle of gunfire, and several
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sound effects indicating when you're hit, when your shots hit, and when a
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plane has been downed.
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SUMMARY:
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WARBIRDS is designed and written by Robert Zdybel, a newcomer to Lynx
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game design; He dedicates the game to his father, and it's a worthy piece
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of gaming to be proud of. It's a game that's simple in concept and fun to
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play. Throw in true simulator realism, a variety of options, and the
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ability for four-player competition, and the sum is greater than its parts.
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For the video gamer looking for realistic aerial action, WARBIRDS leaves
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eveything else behind.
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GAMEPLAY: 9.5
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GRAPHICS: 8
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SOUND: 8
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OVERALL: 9
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[WOR]========================================================================
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WORLD CLASS SOCCER
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1-2 players, horizontal game
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Atari Corp., for the Atari Lynx
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$29.95
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Stereo? No
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OVERVIEW:
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In Atari's moves to fill the Lynx game library with sports titles, the
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latest entry is WORLD CLASS SOCCER. As the title indicates, this is a portable
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version of the worldwide ball-kicking sport for one or two players. Two teams
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from around the world face off for a one-game bout, trying to score the most
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goals in the time given. Basic soccer rules and penalties apply, including
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throw-ins, corner kicks, and fouls. Game options allow setting the length of
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the game, from 10 to 90 minutes, the field conditions, and the computer
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difficulty level.
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GAMEPLAY:
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WORLD CLASS SOCCER has the makings of a quality title; unfortunately, its
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good points are outweighed by numerous quirks in the gameplay. On the plus
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side, ball control is fairly effortless, with automatic dribbling and easy
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passing and kicking controls. On defense, you can steal the ball either by
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kicking or a sliding "tackle", and you have full control of the goalie as well
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and all squad members. The field scrolls from side to side, while the screen
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zooms in and out of the action as needed.
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While the game ideas are sound, the actual result is lacking and hurts the
|
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playability. Control automatically goes to the man closest to the ball, which
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causes quick control changes it enters a crowd. There is an option to manually
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change the active player, but it doesn't work at all. The zooming screen tends
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to focus closely on the ball, creating tunnel vision; long passes are
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impossible to coordinate, and you may be controlling a player or goalie who's
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off-screen, impairing your defense further. Players can choose teams from a
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hundred countries, but the only difference is the flag used. These and other
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problems make following the game very difficult and frustrating. Playing well
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is possible, but requires a lot of practice.
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GRAPHICS/SOUND:
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Like the game itself, the graphics on WORLD CLASS SOCCER are a mix of good
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and bad points. Images and sprites are respectably drawn and animated, and
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look well even when the screen is scaled to its smallest point. On the down
|
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side, the scaling is too slow to effectively show where the active player is,
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|
and the scrolling is often very jumpy to keep pace with the ball. Sounds are
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even less inspiring, composed mostly of a bouncing soccer ball mixed with
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periodic whistle blows and a simplistic crowd cheer.
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SUMMARY:
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This game has the ingredients for a quality soccer game, but assembles
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them into a disappointing ensemble that could have been better. While the
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hard-to-follow game action can be overcome with perseverance, only devoted
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soccer fans will care to invest the time that WORLD CLASS SOCCER requires for
|
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mastery.
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GAMEPLAY: 5
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GRAPHICS: 7
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SOUND: 4
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OVERALL: 5
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[XEN]========================================================================
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XENOPHOBE
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for the Atari Lynx
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Licensed by Bally/Midway
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for 1-4 players
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$34.95
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It's some time in the undisclosed future, and a human colony in a far-off
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planet lives in isolation. Their tranquility is interrupted when their
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orbiting space stations are overrun with Xenos -- bug-eyed monsters very
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reminescent of what Sigorney Weaver fought off in ALIENS.
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If the Xenos get accustomed to human atmospheres on the space stations,
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they will eagerly attack the humans on the planet below. As a result, you
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(and up to three other friends) are called upon to kill the Xenos and
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save the day.
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Okay, storyline's over. For those of you who are not familliar with the
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original Bally arcade game, Xenophobe has you maneuvering a hero through
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23 space stations, killing (almost) anything that moves. You pick a persona
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from one of nine human and semi-human characters (different looks, same
|
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skills), then crawl, walk, jump and fall your way through the stations,
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|
getting weapons and artifacts, fighting the numerous alien critters.
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GAMEPLAY:
|
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|
There's not too much variety in this game. You get to grab treasures,
|
|
explore rooms, and operate machinery, but the bulk of the game is killing the
|
|
Xenos. There are 23 space stations of different sizes, hence 23 levels, and
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|
the manual hints at a "final confrontation" at the end of the game. Each
|
|
level can end in one of three ways, from the high-scoring "destroy all
|
|
monsters" (wasn't that a Godzilla movie of the '60s?) to the wimpy (and
|
|
low-scoring) "escape with your life". Your hero stays alive as long as
|
|
he has enough health points (lost when attacked by aliens or explosives);
|
|
when he dies, you can pick another to continue the fight.
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|
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|
People familliar with the original arcade game will find that the Lynx
|
|
version has been expanded a bit. The stations seem much bigger, with a bit
|
|
more exploration than before. There are new artifacts, like the flying
|
|
jetpack and the health-restoring vitamins, to help you survive. The Xenos
|
|
remain the same: crawling critters, rolling rollerbabies, hypnotic Festors,
|
|
and more, all of them creeping all over the place...
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|
|
|
Early reviews of Xenophobe report that the game was too easy. Nah. In
|
|
single-player games, you only get to play up to four characters before the
|
|
game ends. In multi-player games, you play as long as undead heroes remain;
|
|
when the pool of eight are gone, you all lose. With 23 levels of varying
|
|
sizes, this game looks like it will take a while to master.
|
|
|
|
A few other goodies worth noting: In multiplayer games, one player can
|
|
choose to be an alien spitting Snotterpillar, and hunt his friends.
|
|
Compared to the arcade version, the Lynx Xenophobe is easier to control,
|
|
thanks to all the buttons being used. Finally, like SLIME WORLD, Xenophobe
|
|
makes it easy to Comlynx everyone up: Just wait at the main title page,
|
|
until the correct number of players is displayed.
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|
|
|
GRAPHICS/SOUND:
|
|
|
|
Graphics are adequate. Nothing spectacular, yet not dissapointing. Like
|
|
the arcade, Xenophobe graphics look more "cutesy" than scary, with heroes
|
|
looking like caricatures, Xenos looking cartooney, and assorted goofy
|
|
touches here and there.
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|
|
|
Sounds are also adequate but not outstanding. The opening title music is
|
|
completely forgettable, and aside from a musical tune between levels, the
|
|
only game sounds are the noises of battle. You want audio entertainment,
|
|
go elsewhere.
|
|
|
|
Overall, An average-decent game, good for players who don't want complicated
|
|
gameplay to get in the way. Best recommended for fans of the original
|
|
Xenophobe arcade game, quick-action gamers, or multiplayer game fans.
|
|
|
|
Gameplay: 7.5
|
|
Graphics: 6.5
|
|
Sound: 6
|
|
Overall: 7
|
|
[XYB]=========================================================================
|
|
|
|
XYBOTS
|
|
1-2 players, horizontal game
|
|
Atari Corp., for the Atari Lynx
|
|
$39.95
|
|
Stereo? No
|
|
|
|
OVERVIEW:
|
|
Daleks, Replicants, Terminators, Robotrons, Xybots -- the robots are at it
|
|
again. EarthBase 26-B9, a remote station in the Federation's intelligence
|
|
network, has been completely overrun by the alien Xybots in a surprise attack.
|
|
Recovery of this base is of the highest priority; since you are the closest
|
|
agent available, you must infiltrate the station, battle the Xybot forces, and
|
|
stop the Master Xybots from taking over. NOW!
|
|
|
|
Storyline aside, XYBOTS is a Lynx adaptation of the Atari Games' arcade
|
|
title. One or two players must travel through the station's levels, as seen
|
|
from a first-person 3D view. As you wander through the maze, you can grab
|
|
coins, keys, and weapon enhancements, all while fighting the various Xybot
|
|
forces. Your battlesuit will protect you, but it loses energy through time and
|
|
from attacks; if it runs out, you are captured and the game ends. Reach the
|
|
exit, and you have an opportunity to buy more equipment before going even
|
|
deeper, featuring trick walls, transporters, and even more dangers.
|
|
|
|
GAMEPLAY:
|
|
Though a few recent Lynx games have been disappointing, XYBOTS is happily
|
|
not continuing the trend. This is a respectable version of the game, with all
|
|
the features of the original. The enemy comes in many different forms, using
|
|
various defenses while firing on your position. Your gun fires unlimited
|
|
shots, and an energy-draining zap can temporarily freeze the Xybots. The main
|
|
action is seen from directly behind your fighter, and a second screen showing
|
|
the level layout and status information is available. Every tenth level or so
|
|
is a fight with a Master Xybot, but the main game remains maze-running and
|
|
robot-blasting. Temporary enhancements such as robot locators and extra
|
|
firepower are available, but financial frugality will help you survive later.
|
|
|
|
The game is not perfect, however, since the Lynx version is a little easier
|
|
than the coin-op. The Xybots are not too bright, and often spend time waiting
|
|
until you are in range before attacking. They are still dangerous, but you
|
|
will rarely have to worry about being overwhelmed. You also start with 35
|
|
coins, enough to stay well-armed for three or four levels. As a result, the
|
|
game may seem to start off slow for more experienced players, but Warp Exits
|
|
allow travel to the higher stages quicker. Overall, XYBOTS on the Lynx remains
|
|
formidable, but don't be too surprised at the initial progress you make.
|
|
|
|
GRAPHICS/SOUND:
|
|
With XYBOTS, the Lynx once again pulls off game graphics that look almost
|
|
completely identical to the arcade. The station mazes are spartan, drawn with
|
|
identical wall panels, but enemy Xybots and other game items are well-animated
|
|
and detailed. Other visual extras such as the teleporter and the transition
|
|
between stages have been duplicated exactly. The only shortcoming is that
|
|
rotating your view is done with a 90-degree "snap", which can be a little
|
|
disorienting.
|
|
|
|
Sounds are also very faithful, with the few blasts and explosions of the
|
|
original copied closely. The mechanical Xybot voices have been removed, but
|
|
in their place are several quality techno-rock background tunes. Though
|
|
enjoyable, they can be turned off from the title page if desired.
|
|
|
|
SUMMARY:
|
|
XYBOTS on the Lynx is a solid translation, presenting an acceptable
|
|
version of the game on the go. While the difficulty has been scaled back
|
|
slightly, there is still more than enough of a challenge to keep the typical
|
|
player back for more.
|
|
|
|
GAMEPLAY: 8
|
|
GRAPHICS: 9
|
|
SOUND: 8
|
|
OVERALL: 8
|
|
[ZAR]======================================================================
|
|
|
|
ZARLOR MERCENARY
|
|
for the Atari Lynx
|
|
1-4 players, horizontal game
|
|
$34.95
|
|
|
|
OVERVIEW:
|
|
Ah, life in the space lane. You are one of the most hated and most revered
|
|
people in the galaxy -- a mercenary. If someone's got the bucks, you've got
|
|
the guns, for whatever the cause.
|
|
|
|
Your current case is for the Zarlors, who are at war with the Mendicants
|
|
over some financial dealings or other. The Zarlors have decided to cripple,
|
|
but not kill, the Mendicants with a set of six tactical strikes. They jingled
|
|
their Zarbits, so you signed up for the deal. The Zarlors don't think you
|
|
can survive all six attacks. You'll show them...
|
|
|
|
That's the game in a nutshell. ZARLOR MERCENARY is a horizontally-based,
|
|
vertical-scrolling space shoot-em-up, an original title from Epyx for Atari,
|
|
by the creator of CHIP'S CHALLENGE (talk about diverse). The screen scrolls
|
|
from top to bottom at a fixed rate, and you (and up to three other friends)
|
|
move around the screen, shooting everything that dots the landscape. The
|
|
screen moves horizontally with you, giving you even more targets to blast.
|
|
|
|
Everything you destroy is worth Zarbits, that funny plastic money from the
|
|
Zarlors. The more you shoot, the bigger your profits, and the more money
|
|
you have means the more hardware you can buy from the Mercenary Merchant. You
|
|
start off with three ships, and can get more through the game -- either
|
|
that, or buy them.
|
|
|
|
GAMEPLAY:
|
|
Shooter fans will rejoice, because ZARLOR MERCENARY has all the staples
|
|
of these games -- power-ups, bosses, targets, targets, and more targets.
|
|
Everything that can be shot is worth something, and there is a *LOT* to
|
|
shoot at. There are only six levels, but each level is fairly large (about
|
|
five minutes to get through), and the enemies are numerous enough and
|
|
fire enough to punch through any defenses you have. There are a lot of
|
|
enemies/targets too, in a wide variety, such as patternized fighter squadrons,
|
|
unconcerned walkers, mercenary-seeking drones, and unarmored civilians
|
|
(grin). If anything, the game may be too difficult for fewer players, though
|
|
your mileage may vary.
|
|
|
|
You start off as one of several "characters", each of whom has a different
|
|
power-up weapon to start with. What you don't have you can get, either by
|
|
shopping between rounds or picking up floating globes on the level. If things
|
|
get tight, you can also sell your weapons back (at a loss, natch), or trade
|
|
Zarbits with your co-mercenaries between levels. There are a lot of power-ups
|
|
in a wide range of uses, enough to satisfy most video warriors. The gameplay
|
|
and controls are straightforward enough for any gamer; true video warriors
|
|
will pick up the game in 10 seconds, if not sooner.
|
|
|
|
GRAPHICS/SOUND:
|
|
The graphics on this game are _INCREDIBLE_! The game itself is shown in a
|
|
three-quarters psuedo-3D view, with accompanying shadows everywhere to
|
|
reenforce the effect. Targets and background graphics are crammed with nice
|
|
features and detailed touches, from blinking lights and transparent windows
|
|
to ditches dug by mechano-bots that stop when you destroy them (the bots, I
|
|
mean). Someone went through a lot of loving care to make the graphics stand
|
|
out, and it shows.
|
|
|
|
Sounds are slightly above average, though not up to the standards set
|
|
by the graphics. A slightly-repetitive tune plays throughout the game, but
|
|
you can turn it off with the Option 2 button if it bothers you. Most of the
|
|
other game sounds are from weapons fire, explosions, and the occassional
|
|
off-screen special effect. All are done well, though not outstandingly so.
|
|
|
|
SUMMARY:
|
|
A great no-nonsense action game, perfect for people who love the "shoot it
|
|
if it exists" philosophy. The game itselt is not easy, and the addition of
|
|
four-player teamups and cash payments/transfers/power-ups ensure quite a bit
|
|
of variety to the game. Though there are only six levels, they are quite
|
|
varied, and should offer many challenging hours to the average player.
|
|
|
|
GAMEPLAY: 9
|
|
GRAPHICS: 10
|
|
SOUND: 7.5
|
|
OVERALL: 9
|
|
================================================================================
|
|
CHEATSCHEATSCHEATSCHEATSCHEATSCHEA
|
|
H __ ____ __ __ _ __ __ T
|
|
E| | \ \/ / |\ \ | | \ \/ / S
|
|
A| | \ / / | \ \ | | \ \/ C
|
|
T| | \/ / | \ \| | <\_> H
|
|
S|__|_ | | | |\ | /\ \ E
|
|
C|____| |_| |__| \__| /_/\_\ A
|
|
H T
|
|
EATSCHEATSCHEATSCHEATSCHEATSCHEATS
|
|
|
|
Here are all the cheats I have for the Lynx. Please e-mail any corrections,
|
|
suggestions, more cheats, and whatever to: tazzzzz@eecs.umich.edu.
|
|
|
|
Last updated: May 30, 1993
|
|
-- Reformatted for better ASCII
|
|
|
|
These are from the Lynx FAQ from rec.games.video on Usenet, Portable
|
|
Addiction, Howard Chu, Jaime Villacorte, Dan Hollis, Jonathan Haas, Ken
|
|
Small, Bobby Tribble, Peter Kaminski, Johanne Kaminski, Jocelito Carpio,
|
|
Dionicio Lazo, Jason Bennett and probably a bunch of others. THANKS! Lotsa
|
|
thanks to Robert Jung. Finally, thanks to Damian Gick who would probably
|
|
still be keeping this list up to date if he hadn't lost his net access.
|
|
|
|
Kevin (Tazzzzz) Dangoor
|
|
|
|
--------------------------------------------------------------------------
|
|
A.P.B.
|
|
--------------------------------------------------------------------------
|
|
|
|
When your quota is met, hold down OPT 1 and OPT 2 when you touch the
|
|
Officer Bob parking space. This will warp you to level 99. (The game will
|
|
not end, just repeat level 99 with random quotas.) Hold down Option 1 and
|
|
Option 2 while getting a donut to skip the level.
|
|
|
|
--------------------------------------------------------------------------
|
|
AWESOME GOLF
|
|
--------------------------------------------------------------------------
|
|
|
|
Entering LANDLORD as your name will make the OPT 2 button swing at the
|
|
ball and when the ball is in the air OPT 2 will sink the ball!
|
|
|
|
--------------------------------------------------------------------------
|
|
BASKETBRAWL
|
|
--------------------------------------------------------------------------
|
|
|
|
Put in MJ?? to play with a partner, supposedly Jordan. Replace the ??
|
|
with any two numbers. Pause, hold down Option 1 and press Option 2. You can
|
|
change the pause message to anything you want! (from Star*Lynx BBS)
|
|
Level codes
|
|
Level 1-1 AAAA Level 3-3 IIII
|
|
Level 1-2 BBBB Level 4-1 JJJJ
|
|
Level 1-3 CCCC Level 4-2 KKKK
|
|
Level 2-1 DDDD Level 4-3 LLLL
|
|
Level 2-2 EEEE Level 5-1 MMMM
|
|
Level 2-3 FFFF Level 5-2 NNNN
|
|
Level 3-1 GGGG Level 5-3 OOOO
|
|
Level 3-2 HHHH
|
|
|
|
Taken from January 1993 EGM (Edward Mann). Someone at Atari is very
|
|
imaginitive.
|
|
|
|
--------------------------------------------------------------------------
|
|
BATMAN RETURNS
|
|
--------------------------------------------------------------------------
|
|
|
|
>From Video Games and Computer Entertainment, you can make Batman invincible
|
|
with the following steps at the title screen (the one with the Batlogo):
|
|
press up 8 times, down 12 times, left 15 times, right 19 times and option 1
|
|
27 times, press A or B to start the game. Once the action starts, press
|
|
pause. The use option 1 to skip to the next level, option 2 to make Batman
|
|
invincible! Falling can still kill you, however.
|
|
|
|
--------------------------------------------------------------------------
|
|
BILL AND TED'S EXCELLENT ADVENTURE
|
|
--------------------------------------------------------------------------
|
|
|
|
(Solve) : From Portable Addiction Electronic Magazine
|
|
First of all, collect all the notes you can get and find the gold
|
|
nugget. Now go to the guarded building and give the nugget to the guard.
|
|
Enter and find the man that tells you about the staff. Return to the
|
|
telephone booth and travel to 15OO BC. Use the scare stone. Find all the
|
|
notes you can get (remember to count by sixteens!). Enter the valley and
|
|
find the paper note about the fake staff. Travel back in time and put the
|
|
note at the pillar. Go to the South-East of Egypt and find the royal ankh
|
|
(You must wade through shallow water). Travel to 15OO again and find the
|
|
boat at the South-West part of Egypt. Use the royal ankh. Find your way
|
|
thru the water (it's like an invisible maze). First go to the place where
|
|
you found the ankh in 17OO BC. Enter the temple and find the secret
|
|
passage which leads to the harp. Return to your boat and go to the pyramid.
|
|
Go into the pyramid and open the door by walking over the red spots on the
|
|
ground. Then, when past the wall/door, walk over the four other red spots
|
|
and take the staff. Find the two keys and open the corresponding doors. To
|
|
get rid of the two creatures guarding the room, just lure them out of
|
|
there and then run away. When you return to the room they will be gone. To
|
|
take the staff, use the harp. Return the staff to the man to get the
|
|
flute. Use this flute in 17OO BC at the North-East to scare the animals
|
|
over there. Then find all the notes that are hidden under the trees to
|
|
find a phonebook-page. Travel to Rome.
|
|
|
|
First, enter the dungeon. Find all the notes and the two keys: Blue
|
|
and black. Remember to visit Caesar at the north of the arena when you
|
|
have enough notes. Outside the arena you must once again find notes. When
|
|
you think you have all of them, go to the statue. Push the four pieces
|
|
around the statue in place and the push the statue. Now do this again and
|
|
then go stand in the middle yourself. After you get launched, find all the
|
|
notes around the house, but don't enter it. When you got all the notes,
|
|
walk into a roman to get kicked out of the garden. You are now outside. Go
|
|
West, to where a roman is guarding the entrance of the city. Now go down
|
|
and find your way through the forest. Somewhere in the forest there is the
|
|
next page of the phonebook. You must collect all the notes in the forest
|
|
and you must also find the little building. Enter it and find the way
|
|
through the maze until you find an apple. Leave the building and go to
|
|
the guard. Give him the apple and enter the city. If everything is right
|
|
you now have 8O notes. Travel to Europe.
|
|
|
|
In Europe, enter the mansion. To avoid the furniture, stay on the
|
|
green dots on the floor. This may take some practise! Find the white key
|
|
and then find your way to the backyard. Use the black key to open the
|
|
gate. Go to the North-West of the screen to find a red key. Use it to enter
|
|
the small house nearby. Avoid dracula and take the magic wand next to
|
|
his coffin. Return to the mansion and find the organ. Use the wand toshrink it down so you can carry it. Return to the phonebooth (The wand
|
|
causes the furniture to stop). Travel back to Rome. Do the trick
|
|
with the statue and this time enter the house while using the organ pipes.
|
|
You can now safely walk thru the house to the backyard to take the lyre.
|
|
Return the lyre to Ceasar and you will get another lyre. Enter the
|
|
dungeon and use the lyre to scare away the lion that guards the white lock.
|
|
Use the white key to open the lock and take the page of the phonebook.
|
|
|
|
Travel to Rome 7O BC and enter the dungeon. Use the black key and put
|
|
it back where you found it (Bottom-right). Now travel to Texas. Collect
|
|
all the notes you can get. Somewhere, hidden under a skull, there's a
|
|
golden coin. Go to the station and buy a ticket. Walk to the train and use
|
|
the ticket. Now use the train to find the remaining notes. You must also
|
|
find the golden nugget, hidden under yet another skull. Travel back to
|
|
Egypt and replace the golden nugget at the place where you first found it.
|
|
Now travel to San Dimas 2691 AD! Yeah, most radical, dude!
|
|
|
|
Be careful on the step-stones as you can only jump from one to another
|
|
if they are in the middle-position. Again find as many notes as you can
|
|
and find the dynamite. Return to Texas. Use the dynamite to release Billy
|
|
the Kid. Return to San Dimas. Go to the place where you usually get
|
|
overwhelmed by enemies and use the harmonica. You can now safely enter the
|
|
next part of San Dimas. Every time you pick up a note in this part, a
|
|
block will disappear somewhere else, thus letting you reach other notes
|
|
after which you will be rewarded with a golden key. Return to Europe.
|
|
|
|
Collect 16 notes. Use the golden key to enter the previously
|
|
unaccessable house at the swamp. Here you will find a mandolin. You can
|
|
use this to enter the previously locked part of San Dimas. The Grim Reaper
|
|
welcomes you, and you're now ready to play his game. As the exact route
|
|
isn't easy to explain in a solution like this, I'll just tell you what to
|
|
do. The objective of this part is to collect yet another 16 notes.
|
|
Sometimes it is necessary to shove blocks over the lava in such a way that
|
|
you can go to other parts of the playing field. The princesses have got
|
|
the last note. If you succeed in rescuing them you should have 144 notes
|
|
by that time. To get back to the entrance of the playing field, go east
|
|
from the place where your rescued the babes. The go south and walk
|
|
clockwise (ie: south, west, north). When you are standing against the
|
|
north wall, walk west to the corner and go counter-clockwise. Once in the
|
|
northeast corner you must go west, south, west and north to the exit.
|
|
You'll have to find the correct tiles to jump on all the way yourself. Now
|
|
you must return to the phone booth. The Grim Reaper is guarding it, but
|
|
when you play your guitar he suddenly realizes that he has LOST! Enter the
|
|
booth and travel through time to finish the game!
|
|
|
|
--------------------------------------------------------------------------
|
|
BLUE LIGHTNING
|
|
--------------------------------------------------------------------------
|
|
|
|
The codes are:
|
|
1-AAAA 2-PLAN 3-ALFA 4-BELL 5-NINE 6-LOCK 7-HAND 8-FLEA 9-LIFE
|
|
You can land upside down on the Courier Run mission (LOCK).
|
|
|
|
For bonus points, hit your afterburniners as you enter the canyons on level
|
|
BELL. The Gutsy Bonus will give you 30,000 points ("You've got guts!").
|
|
When you're in the canyons fire your afterburners for 65,000 poins (Lunatic
|
|
Bonus) "You're crazy!!" The points are added when you land -- but if you do
|
|
both, it will only display the Lunatic Bonus, but you get points for both.
|
|
(A good place for the second bonus is right before you enter the second set
|
|
of canyons)
|
|
|
|
--------------------------------------------------------------------------
|
|
CALIFORNIA GAMES
|
|
--------------------------------------------------------------------------
|
|
|
|
Although the manual says it's two player, up to 4 can be Comlynxed. It may
|
|
take a few tries, but keep at it. (It's also a bit slow, but hey, it wasn't
|
|
meant for 4 players.. :)
|
|
|
|
BMX: If you stay just a little (about one pixel) above the place where the
|
|
grass meets the dirt there won't be anything in your way (Like those pesky
|
|
bales of hay). You can crash the game by hitting the bale of hay on the
|
|
bottom of the track just before the finish line. The game will freeze and
|
|
the only thing you can do it turn it off. Tiny tid-bit: If you're going
|
|
_really_ fast when you cross the finish line and jump just a little after
|
|
crossing it, you will end up crashing into something you can't see way to
|
|
the right.
|
|
|
|
SURFING: In the surfing game, you can ride the pelican. Run your last man
|
|
into the bottom of the screen a few seconds before the timer runs out. The
|
|
bird will fly across the screen until the timer runs out and you'll land on
|
|
it! It's possible to do an UNREAL 360 (5 360's) for 1200 points (As opposed
|
|
to 600 for a Quadruple 360)
|
|
|
|
FOOTBAG: If you spin right after jumping, you spin faster than normal.
|
|
Thus, jump and hit the bag with your head, then spin away...
|
|
Also-- in the manual under Foot Bag it says: "Score an extra 50 points for
|
|
hitting the seagull in the beak with the foot bag (but only in this game --
|
|
be kind to the birdies in the other events)."
|
|
[ Thought that was pretty cute. :) d.g. ]
|
|
|
|
HALF-PIPE: Hitting Option 2 while skating will show off the Lynx's awesome
|
|
scaling capabilities.
|
|
|
|
--------------------------------------------------------------------------
|
|
CHECKERED FLAG
|
|
--------------------------------------------------------------------------
|
|
|
|
Course information:
|
|
RIDGEWAY Odo Side
|
|
SHANGHAI 0.3 Right
|
|
PORTFOLIO (w/picture) 0.7 Right
|
|
CYBERBALL 1.0 Left
|
|
ATARI CORP. 1.2 Right
|
|
[atari logo] 2.1 Left
|
|
ST (w/picture) 2.7 Left
|
|
Total lap distance: 2.9 miles
|
|
|
|
GRIZZLY FLATS Odo Side
|
|
ATARI CORP. 0.8 Right
|
|
SLIME WORLD 1.3 Left
|
|
SHANGHAI 3.2 Left
|
|
[atari logo] 3.7 Left
|
|
Total lap distance: 3.7 miles
|
|
|
|
SKULL VALLEY Odo Side
|
|
WARBIRDS 0.2 Right
|
|
RAMPAGE 0.9 Left
|
|
AWESOME GOLF 1.5 Left
|
|
PORTFOLIO (w/picture) 2.3 Right
|
|
Total lap distance: 2.7 miles
|
|
|
|
GREAT BEND Odo Side
|
|
SHANGHAI 0.5 Right
|
|
AWESOME GOLF 1.4 Left
|
|
SLIME WORLD 2.3 Right
|
|
ATARI CORP. 3.0 Left
|
|
RAMPAGE 3.5 Right
|
|
Total lap distance: 3.8 miles
|
|
|
|
PALM SPRINGS Odo Side
|
|
ATARI CORP. 1.0 Right
|
|
PORTFOLIO (w/picture) 1.2 Right
|
|
ST (w/picture) 2.0 Right
|
|
TT (w/picture) 2.4 Right
|
|
[atari logo] 3.3 Right
|
|
Total lap distance: 3.7 miles
|
|
|
|
DEATH VALLEY Odo Side
|
|
KLAX 0.2 Left
|
|
STUN RUNNER 0.6 Left
|
|
ST (w/picture) 0.8 Left
|
|
RAMPAGE 1.1 Left
|
|
CYBERBALL 1.4 Right
|
|
MS. PAC MAN 1.9 Right
|
|
[atari symbol] 2.7 Left
|
|
ATARI CORP. 2.8 Left
|
|
SHANGHAI 3.3 Right
|
|
PORTFOLIO (w/picture) 4.1 Left
|
|
Total lap distance: 4.2 miles
|
|
|
|
REED POINT Odo Side
|
|
LYNX (w/picture) 1.0 Right
|
|
CYBERBALL 2.2 Left
|
|
Total lap distance: 3.1 miles
|
|
|
|
LOGAN SPEED Odo Side
|
|
GEO DUEL 1.0 Right
|
|
MS PAC MAN 2.3 Left
|
|
STUN RUNNER 3.5 Left
|
|
Total lap distance: 4.7 miles
|
|
|
|
WOODLAND Odo Side
|
|
KLAX 0.2 Left
|
|
BASEBALL HEROES 0.6 Right
|
|
STUN RUNNER 1.0 Left
|
|
PORTFOLIO (w/picture) 1.2 Left
|
|
MS PAC MAN 1.4 Left
|
|
Total lap distance: 1.7 miles
|
|
|
|
EAGLE BEND Odo Side
|
|
KLAX 1.1 Right
|
|
CYBERBALL 1.8 Left
|
|
AWESOME GOLF 2.3 Right
|
|
TT (w/picture) 2.9 Right
|
|
[atari logo] 3.8 Right
|
|
Total lap distance: 4.0 miles
|
|
|
|
VICTORVILLE Odo Side
|
|
CYBERBALL 0.5 Right
|
|
SHANGHAI 1.3 Left
|
|
BASEBALL HEROES 1.8 Right
|
|
MS PACMAN 2.4 Left
|
|
KLAX 2.8 Left
|
|
GEO DUEL 3.7 Right
|
|
ATARI CORP. 3.9 Left
|
|
Total lap distance: 4.0 miles
|
|
|
|
PHOENIX Odo Side
|
|
STUN RUNNER 0.9 Left
|
|
RAMPAGE 1.1 Left
|
|
ST (w/picture) 1.6 Right
|
|
LYNX (w/picture) 2.2 Right
|
|
[atari logo] 2.5 Right
|
|
ST (w/picture) 2.7 Right
|
|
ATARI CORP. 3.0 Left
|
|
TT (w/picture) 3.1 Left
|
|
AWESOME GOLF 3.6 Right
|
|
SLIME WORLD 4.2 Right
|
|
Total lap distance: 4.4 miles
|
|
|
|
FARMINGTON Odo Side
|
|
WARBIRDS 0.9 Right
|
|
RAMPAGE 1.8 Right
|
|
LYNX (w/picture) 2.8 Left
|
|
Total lap distance: 2.8 miles
|
|
|
|
MIAMI Odo Side
|
|
TT (w/picture) 0.3 Left
|
|
LYNX (w/picture) 0.6 Left
|
|
BASEBALL HEROES 1.0 Right
|
|
GEO DUEL 2.0 Right
|
|
AWESOME GOLF 2.5 Right
|
|
WARBIRDS 2.9 Left
|
|
Total lap distance: 3.1 miles
|
|
|
|
BLACK CANYON Odo Side
|
|
RAMPAGE 0.3 Right
|
|
ATARI CORP. 0.7 Right
|
|
BASEBALL HEROES 1.3 Right
|
|
CYBERBALL 2.2 Right
|
|
Total lap distance: 3.0 miles
|
|
|
|
MOUNTAIN VIEW Odo Side
|
|
LYNX (w/picture) 0.1 Right
|
|
TT (w/picture) 0.4 Right
|
|
GEO DUEL 0.8 Left
|
|
(atari logo) 1.6 Left
|
|
CYBERBALL 2.4 Left
|
|
ST (w/picture) 2.7 Right
|
|
Total lap distance: 3.2 miles
|
|
|
|
COLDWATER PASS Odo Side
|
|
WARBIRDS 0.4 Left
|
|
LYNX (w/picture) 1.0 Left
|
|
PORTFOLIO 1.4 Left
|
|
AWESOME GOLF 2.1 Right
|
|
SLIME WORLD 2.8 Right
|
|
TT (w/picture) 3.0 Right
|
|
Total lap distance: 3.2 miles
|
|
|
|
DARLINGTON Odo Side
|
|
BASEBALL HEROES 0.9 Left
|
|
MS PACMAN 1.9 Right
|
|
STUN RUNNER 3.1 Right
|
|
ST (w/picture) 3.6 Right
|
|
Total lap distance: 3.7 miles
|
|
|
|
Transmission information:
|
|
Gear (7-speed) Top Speed Gear (4-speed) Top Speed
|
|
1 29 1 49
|
|
2 55 2 106
|
|
3 83 3 172
|
|
4 107 4 219
|
|
5 148
|
|
6 179
|
|
7 219
|
|
|
|
--------------------------------------------------------------------------
|
|
CHIP'S CHALLENGE
|
|
--------------------------------------------------------------------------
|
|
|
|
# Name Code
|
|
------------------------------------
|
|
1 LESSON 1 BDHP
|
|
2 LESSON 2 JXMJ
|
|
3 LESSON 3 ECBQ
|
|
4 LESSON 4 YMCJ
|
|
5 LESSON 5 TQKB
|
|
6 LESSON 6 WNLP
|
|
7 LESSON 7 FXQO
|
|
8 LESSON 8 NHAG
|
|
9 NUTS AND BOLTS KCRE
|
|
10 BRUSHFIRE VUUS
|
|
11 TRINITY CNPE
|
|
12 HUNT WVHI
|
|
13 SOUTH POLE OCKS
|
|
14 TELEBLOCK BTDY
|
|
15 ELEMENTARY COZQ
|
|
16 CELLBLOCKED SKKK
|
|
17 NICE DAY AJMG
|
|
18 CASTLE MOAT HMJL
|
|
19 DIGGER MRHR
|
|
20 TOSSED SALAD KGFP
|
|
21 ICEBERG UGRW
|
|
22 FORCED ENTRY WZIN
|
|
23 BLOBNET HUVE
|
|
24 OORTO GELD UNIZ
|
|
25 BLINK PQGV
|
|
26 CHCHCHIPS YVYJ
|
|
27 GO WITH THE FLOW IGGZ
|
|
28 PING PONG UJDD
|
|
29 ARCTIC FLOW QGOL
|
|
30 MISH MESH BQZP
|
|
31 KNOT RYMS
|
|
32 SCAVENGER HUNT PEFS
|
|
33 ON THE ROCKS BQSN
|
|
34 CYPHER NQFI
|
|
35 LEMMINGS VDTM
|
|
36 LADDER NXIS
|
|
37 SEEING STARS VQNK
|
|
38 SAMPLER BIFA
|
|
39 GLUT ICXY
|
|
40 FLOORGASBORG YWFH
|
|
41 I.C. YOU GKWD
|
|
42 BEWARE OF BUG LMFU
|
|
43 LOCK BLOCK UJDP
|
|
44 REFRACTION TXHL
|
|
45 MONSTER LAB OVPZ
|
|
46 THREE DOORS HDQJ
|
|
47 PIER SEVEN LXPP
|
|
48 MUGGER SQUARE JYSF
|
|
49 PROBLEMS PPXJ
|
|
50 DIG DIRT QBDH
|
|
51 I SLIDE IGGJ
|
|
52 THE LAST LAUGH PPHT
|
|
53 TRAFFIC COP CGNX
|
|
54 GRAIL ZMGC
|
|
55 POTPOURRI SJES
|
|
56 DEEPFREEZE FCJE
|
|
57 STRANGE MAZE UBXU
|
|
58 LOOP AROUND YBLT
|
|
59 HIDDEN DANGER BLDM
|
|
60 SCOUNDREL ZYVI
|
|
61 RINK RMOW
|
|
62 SLO MO TIGW
|
|
63 BLOCK FACTORY GOHX
|
|
64 SPOOKS IJPQ
|
|
65 AMSTERDAM UPUN
|
|
66 VICTIM ZIKZ
|
|
67 CHIPMINE GGJA
|
|
68 EENY MINY MOE RTDI
|
|
69 BOUNCE CITY NLLY
|
|
70 NIGHTMARE GCCG
|
|
71 CORRIDOR LAJM
|
|
72 REVERSE ALLEY EKFT
|
|
73 MORTON QCCR
|
|
74 PLAYTIME MKNH
|
|
75 STEAM MJDV
|
|
76 FOUR PLEX NMRH
|
|
77 INVINCIBLE CHAMPION FHIC
|
|
78 FORCED SQUARE GRMO
|
|
79 DRAWN + QUARTERED JINU
|
|
80 VANISHING ACT EVUG
|
|
81 WRITERS BLOCK SCWF
|
|
82 SOCIALIST ACTION LLIO
|
|
83 UP THE BLOCK OVPJ
|
|
84 WARS UVEO
|
|
85 TELENET LEBX
|
|
86 SUICIDE FLHH
|
|
87 CITY BLOCK YJYS
|
|
88 SPIRALS WZYV
|
|
89 BLOCK BUSTER VCZO
|
|
90 PLAYHOUSE OLLM
|
|
91 JUMPING SWARM JPQJ
|
|
92 VORTEX DTMI
|
|
93 ROAD SIGN REKF
|
|
94 NOW YOU SEE IT EWCS
|
|
95 FOUR SQUARE BIFQ
|
|
96 PARANOIA WVHY
|
|
97 METASTABLE TO CHAOS IOCS
|
|
98 SHRINKING TKWD
|
|
99 CATACOMBS XUVU
|
|
100 COLONY QJXR
|
|
101 APARTMENT RPIR
|
|
102 ICEHOUSE VDDU
|
|
103 MEMORY PTAC
|
|
104 JAILER KWNL
|
|
105 SHORT CIRCUIT YNEG
|
|
106 KABLAM NXYB
|
|
107 BALLS O FIRE ECRE
|
|
108 BLOCK OUT LIOC
|
|
109 TORTURECHAMBER KZQR
|
|
110 CHILLER XBAO
|
|
111 TIME LAPSE KRQJ
|
|
112 FORTUNE FAVORS THE NJLA
|
|
113 OPEN QUESTION PTAS
|
|
114 DECEPTION JWNL
|
|
115 OVERSEA DELIVERY EGRW
|
|
116 BLOCK BUSTER II HXMF
|
|
117 THE MARSH FPZT
|
|
118 MISS DIRECTION OSCW
|
|
119 SLIDE STEP PHTY
|
|
120 ALPHABET SOUP FLXP
|
|
121 PERFECT MATCH BPYS
|
|
122 TOTALLY FAIR SJUM
|
|
123 THE PRISONER YKZE
|
|
124 FIRETRAP TASX
|
|
125 MIXED NUTS MYRT
|
|
126 BLOCK N ROLL QRLD
|
|
127 SKELZIE JMWZ
|
|
128 ALL FULL FTLA
|
|
129 LOBSTER TRAP HEAN
|
|
130 ICE CUBE XHIZ
|
|
131 TOTALLY UNFAIR FIRD
|
|
132 MIX UP ZYFA
|
|
133 BLOBDANCE TIGG
|
|
134 PAIN XPPH
|
|
135 TRUST ME LYWO
|
|
136 DOUBLEMAZE LUZL
|
|
137 GOLDKEY HPPX
|
|
138 PARTIAL POST LUJT
|
|
139 YORKHOUSE VLHH
|
|
140 ICEDEATH SJUK
|
|
141 UNDERGROUND MCJE
|
|
142 PENTAGRAM UCRY
|
|
143 STRIPES? OKOR
|
|
144 FIREFLIES GVXQ
|
|
145 (Ending Sequence) ....
|
|
146 CAKE WALK JHEN
|
|
147 FORCE FIELD COZA
|
|
148 MIND BLOCK RGSK
|
|
149 SPECIAL DIGW
|
|
150 (Ending sequence) ....
|
|
*** Mandelbrot Generator MAND
|
|
|
|
The code for level 146 was found on level 34 (Cypher). That level
|
|
spells out: JHEN which is the password for level 146.
|
|
[ On atari.archive.umich.edu in /atari/lynx is a PostScript file that has
|
|
notes and a few maps for the levels. (ChipsChalngNotes.ps.Z ) ]
|
|
|
|
Mandelbrot Generator Instructions:
|
|
Thumb Joypad: Move the zoom in/out window
|
|
A: Zoom in
|
|
B: Zoom out
|
|
OPTION 1: Stop/start fractal generation
|
|
|| (PAUSE): Parameter menu, OPTION 2 picks which fractal set, OPTION 1
|
|
restarts the generation
|
|
OPTION 2: Toggles between three modes:
|
|
- stops generation
|
|
- animation through color cycling
|
|
- reverse color cycling
|
|
There is a limit on how far you can zoom. The "zoom-in" effect is a
|
|
good example of the Lynx's ability to automatically scale bitmaps.
|
|
The Lynx Mandelbrot code does 48-bit fixed-point math using 8 bits of
|
|
integer and 40 bits of fraction, via the hardware multiplier (16x16) and a
|
|
lot of help from the 65C02. The comment line on it (the source) says it
|
|
was written by Steve Landrum of Blue Lightning fame.
|
|
|
|
--------------------------------------------------------------------------
|
|
CRYSTAL MINES II
|
|
--------------------------------------------------------------------------
|
|
|
|
Atari Lynx Crystal Mines II Level Codes
|
|
(still missing 25 bonus levels)
|
|
Compiled by Johanne Kaminski <casper@tsoft.net>, January 1993
|
|
|
|
1-TSLA 2-UEPT 3-MTFQ 4-IRTR 5-ZCXP 6-DPRX 7-OIGT
|
|
8-YHYR 9-VYHK 10-ITCU 11-QCFK 12-BXNG 13-MOXA 14-IDWJ
|
|
15-RFVC 16-GHSI 17-SKHU 18-TRFN 19-LQRE 20-AURV 21-TYGU
|
|
22-FUIX 23-QFXV 24-XVXU 25-KYPO 26-HBTR 27-SFEB 28-HXRE
|
|
29-TRVJ 30-FQCS 31-ZOIH 32-LHJV 33-GVYU 34-EMTV 35-OHXY
|
|
36-GSTB 37-UXRC 38-PWYH 39-XQCE 40-PNGU 41-DZDI 42-PIPH
|
|
43-PKAV 44-TBUM 45-CXRI 46-QIPZ 47-HBJP 48-NXKU 49-IGPY
|
|
50-INUK 51-LPHD 52-NEBX 53-JVNL 54-CAQS 55-KEHL 56-EMSE
|
|
57-ZLAE 58-MSXV 59-JXTD 60-SOVS 61-GHGV 62-QVOZ 63-ZCEL
|
|
64-COYH 65-HJHT 66-DONQ 67-VBHF 68-JSMJ 69-HTRA 70-WBHD
|
|
71-MVJX 72-ANZI 73-EDLA 74-PCMN 75-YJKJ 76-RAIQ 77-ZRWH
|
|
78-ECMO 79-AOTP 80-SVWK 81-VRBD 82-SVYA 83-KRFH 84-CNQR
|
|
85-YNXR 86-CWQU 87-YXFJ 88-SRDW 89-PDSQ 90-QKOA 91-CKLQ
|
|
92-KHBA 93-MZKM 94-DYDO 95-IDIC 96-WVOM 97-NJCU 98-WUQR
|
|
99-BSZB 100-RERF 101-WNON 102-IVLC 103-PJOL 104-RGEI 105-WCEF
|
|
106-DSGY 107-PHUF 108-NCDS 109-KOMZ 110-LFXQ 111-WAET 112-YJNV
|
|
113-TAUJ 114-IMOZ 115-NBFD 116-ZAPR 117-BXFT 118-GEFA 119-QIKD
|
|
120-GMWJ 121-MKIH 122-ULEL 123-KBDW 124-QEFP 125-SFJX 126-LQXW
|
|
127-INMQ 128-NMAD 129-RHEM 130-YHVR 131-FSHF 132-EIKJ 133-CQCR
|
|
134-AIYA 135-SXOE 136-EKDR 137-DRVY 138-RGUM 139-FEDC 140-PRKL
|
|
141-ONKO 142-QXPL 143-JRXP 144-PADJ 145-KGLI 146-FDXR 147-BLKS
|
|
148-TJGB 149-QKBT 150-AUEC
|
|
|
|
Of the 31 bonus levels, I thus far have only these 6:
|
|
0-ZERO (precedes level 1)
|
|
3-DBFQ (get to through level 27)
|
|
9-BIOH (get to through level 55)
|
|
10-BNRY (get to through level 59)
|
|
21-TMCB (get to through level ??)
|
|
23-PNZS (get to through level 119)
|
|
Thanks to Arun Welch <welch@cis.ohio-state.edu> for bonus level 0.
|
|
|
|
If you have codes for any of the other bonus levels (even just one!),
|
|
*please* send them to <kaminski@netcom.com> or <casper@tsoft.net>.
|
|
Thanks, and have fun!
|
|
|
|
Enter the password KIMI but don't press the A button to start the
|
|
game. Instead hold down Option 1 and Option 2 buttons and press B. You will
|
|
hear a sound like a machine gun and you'll see the first level (Down in the
|
|
Dirt) appear on the screen. Press A to skip ahead to the next level or
|
|
press B to move back through the list. When you see the level you want to
|
|
play, press any direction on the control pad to start the game.
|
|
|
|
--------------------------------------------------------------------------
|
|
DRACULA THE UNDEAD
|
|
--------------------------------------------------------------------------
|
|
|
|
From: dab1@ukc.ac.uk
|
|
|
|
First, get the notebook from the chest of drawers. Go into the bedroom and
|
|
get the tinder box from the table and the crucifix from the bed. Use the
|
|
crucifix. Go to the dining room, get the oil from the table. Talk to
|
|
Dracula, and immediately afterwards, use the notebook. Go to the
|
|
antechamber, open the window and look out of it. Use the notebook. Climb
|
|
out of the window and go to the next window on the right. This room should
|
|
be the bedroom. Open the window and climb out of it. Make your way to the
|
|
top right window (it should be a big window like the one you climbed out of
|
|
initially). Examine the table, then use the notebook. Get the lantern, fill
|
|
it with oil and light it with the tinderbox. Go through the door on the
|
|
right into Dracula's money room. Get some money, get the box, then open the
|
|
box. Use the iron key you find in it on the door. Go into the crypt. Turn
|
|
the lantern so that it says "The lantern has been turned down". Go down,
|
|
right. Get the twine. Go right, down, down. Get the crowbar, examine the
|
|
coffin, use the notebook. Find your way back to Dracula's study. Climb out
|
|
of the window, and go back to the top left hand window. Go to the south
|
|
wing landing and use the crowbar on the door. Enter the sewing room. Wait
|
|
to be returned to the bedroom and then use the notebook. Climb out of the
|
|
window and go to the top left hand one. Go to the dining room, get the
|
|
sugar from the table. Go back to Dracula's study and get the lantern. Light
|
|
the lantern with the tinderbox and enter the catacombs again. Go down,
|
|
right, right, down, down. Get the small brass key from the coffin. Return
|
|
to the south hallway and use the small brass key to open the clock. Get the
|
|
small key. Return to Dracula's study, examine the desk and then use the
|
|
notebook. Get the hook from the drawer. Go to the money room and turn the
|
|
lever on the bottom wall. Enter the library through the door which opens
|
|
and examine the books. Examine the book you get, then tie the twine to the
|
|
hook. Enter the catacombs and go down, right, up, up. Climb the ladder and
|
|
then use the sugar on the horse. Get the spade and use it on the well. The
|
|
fishing line on the well, then climb down the well. THE END.
|
|
|
|
--------------------------------------------------------------------------
|
|
ELECTROCOP
|
|
--------------------------------------------------------------------------
|
|
|
|
Here are the codes to all the doors and what they contain.
|
|
Level 1 D1 = 2473 -> Level 2 Level 7 D1 = 6021 -> Level 4
|
|
D2 = 9874 -> Level 2 D2 = 5824 -> Level 9
|
|
D3 = 8743 -> Weapons
|
|
Level 8 D1 = 7698 -> Level 6
|
|
Level 2 D1 = 3287 -> Lvl 7 (Right)
|
|
Lvl 3 (Left) Level 9 D1 = 0170 -> Pla.Cannon
|
|
D2 = 5409 -> Empty D2 = 1092 -> Empty
|
|
D3 = 7102 -> TriLaser
|
|
Level 3 D1 = 9284 -> Level 4 D4 = 4726 -> Empty
|
|
D2 = 7210 -> Level 4 D5 = 1375 -> Level 11
|
|
D3 = 3936 -> Smart Bomb D6 = 2857 -> Bi-Laser
|
|
D4 = 7395 -> Plasma Cannon D7 = 6998 -> Tri-Laser
|
|
D5 = 8294 D8 = 1798 -> Tri-Laser
|
|
D9 = 4321 -> Level 1
|
|
Level 4 D1 = 0394 -> Weapons
|
|
Level 10 Left Exit -> Level 11
|
|
Level 5 D1 = 8658 -> Weapons Middle Exit -> Level 9
|
|
D2 = 5462 -> Door 7 Right Exit -> Level 2
|
|
D3 = 9973 -> End of Game
|
|
D4 = 7642 -> Door 1 Level 11 D1 = 0293 -> Bi-Laser
|
|
D5 = 0912 -> Door 2 Left Exit -> Level 3
|
|
D6 = 0974 -> Door 3 Right Exit -> Level 12
|
|
D7 = 7865 -> Door 4
|
|
D8 = 4285 -> Door 5 Level 12 D1 = 2987 -> Pl.Cannon
|
|
Stingrays -> Level 10 D2 = 6473 -> Pl.Cannon
|
|
Open/Closing Doors -> Level 1
|
|
Level 6 D1 = 9722 -> Level 5
|
|
D2 = 8765 -> Level 12
|
|
|
|
To crash the game go to either level 5 or 9 and get as many programs
|
|
hacking the door codes as possible. It may be best to set the code to the
|
|
one over the actual code (See above) so the program won't find the code too
|
|
soon.
|
|
|
|
Turn off your sound at title screen, now hold up and left on the
|
|
joypad and keep tapping both A & B buttons until it says "LEVEL 1" instead
|
|
of "NOW TELEPORING TO LEVEL 1".. Use joypad to choose level. (from
|
|
Star*Lynx)
|
|
|
|
--------------------------------------------------------------------------
|
|
GATES OF ZENDOCON
|
|
--------------------------------------------------------------------------
|
|
|
|
There is a secret bonus level that contains pictures of the Lynx
|
|
designers and programmers and all the bonus weapons. At the beginning of
|
|
level TRYX turn on your shields and fly through the bottom of the floor. On
|
|
the deviding portion where the tanks are on are sections that flicker red.
|
|
Between the first square one and the next oval one is the spot. Then fly
|
|
about one ship's height above the bottom through the posts and under the
|
|
stalagtites. Enter the portal and there you go!
|
|
|
|
Also, one level worth mentioning is the level BROT. This has
|
|
background pictures of the Mandelbrot set and the monsters behave in a way
|
|
that is a lot like Conway's Game of Life (Making a geometrical pattern).
|
|
|
|
This map is a bit more informative than a sequential list of levels...
|
|
Note that it's possible to go in a circle by way of the secret level. (TRYX
|
|
-> Secret -> NERB -> ...) I keep on expecting to find similar paths thru
|
|
TRAX and SNEX. Anyone find anything like that?
|
|
Gates of Zendocon -- Map by Howard Chu
|
|
|
|
Each level's gates are numbered left to right, top to bottom, as the
|
|
terrain scrolls from left to right.
|
|
|
|
Start
|
|
AAAA -->BASE 1
|
|
2/ `--.
|
|
/ ZYBX 2
|
|
/ 1/|3 `--.
|
|
/ / | XRXS
|
|
/ / | |
|
|
/ / | 1 ANEX
|
|
/ / | .--' |2
|
|
/ / NEAT |
|
|
/ / | |
|
|
| | YARR |
|
|
| | | |
|
|
| | 1 EYES |
|
|
| | .--' /2 /
|
|
| NYXX / /
|
|
| / / /
|
|
| ZYRB / /
|
|
| | /______/
|
|
| SRYX /
|
|
| \ /
|
|
| BARE 2
|
|
| 1| `--.
|
|
| | XRAY
|
|
| STAX `--.
|
|
| | RATT
|
|
| | |
|
|
\ SZZZ NYET
|
|
\ `--. .--'
|
|
`----------->RAZE___ 2
|
|
1/|3\4 `--------ROXX
|
|
/ | \ `--.
|
|
/ | \ NERB
|
|
/ | \_ |
|
|
/ | TERA TREY
|
|
/ | | .--'
|
|
/ | | 2 STAR
|
|
/ | | .--' |1
|
|
| | BYTE SSSS
|
|
| | | |
|
|
| | 1 BETA |
|
|
| | .--' |2 |
|
|
| TRAX | |
|
|
| | | |
|
|
| 1 ZEBA | |
|
|
| .--' |2 | |
|
|
TRYX ROXY | |
|
|
| | | |
|
|
STYX NEXA 1 | |
|
|
| |2 `--. | |
|
|
YARB | NEST |
|
|
\ | | |
|
|
\____ | EBYX |
|
|
\ | .--'-------<-'
|
|
1 BREX
|
|
.---'2| 3\___
|
|
ZEST | \
|
|
/ | \
|
|
/ | STAB
|
|
/ | |
|
|
ZORT | |
|
|
| | |
|
|
| | 1 BOXX
|
|
| | .--' |2
|
|
| SEBB |
|
|
| .--' TENT
|
|
| SNEX /
|
|
| | /
|
|
BRAN ZAXX /
|
|
`--------`--. /
|
|
BROT
|
|
|
|
|
STOB
|
|
|
|
|
XTNT
|
|
|
|
|
BOTZ
|
|
|
|
|
SNAX 2
|
|
1| `--.
|
|
| NEAR
|
|
| .--'
|
|
ZETA
|
|
-- Howard Chu @ University of Michigan
|
|
|
|
--------------------------------------------------------------------------
|
|
GAUNTLET
|
|
--------------------------------------------------------------------------
|
|
|
|
There are three endings to this game. (Not a cheat, but cool info...)
|
|
Choose a character and start the game, but do not move your player. Each
|
|
time you press OPT 1, you will jump ahead five levels.
|
|
|
|
--------------------------------------------------------------------------
|
|
KLAX
|
|
--------------------------------------------------------------------------
|
|
|
|
You can warp to level 56 by getting a "Big X" on level 11. You can also
|
|
warp to level 51 by getting a "Big X" on level 6. Both of these give you
|
|
bonuses of ~60,000 points.
|
|
|
|
--------------------------------------------------------------------------
|
|
MS. PAC-MAN
|
|
--------------------------------------------------------------------------
|
|
|
|
To get extra speed press press Pause, Option 1, A, and Option 1. A
|
|
lighting bolt will appear, and unpause the game. Press 'B' to use it. To
|
|
get five lives in reserve press Pause, Option 1, B, B, A, A, Option 1 (only
|
|
once per game). Start game, pause and press option 1, B, B, B, Option 1,
|
|
unpause. Now use option 1 to skip levels. Start game, at anytime pause,
|
|
hold down option 1 hit A, B, A. Then release option 1 and hit option 1 the
|
|
2nd time. The Light Bolt will appear. Hit B to activate. (from Star*Lynx)
|
|
|
|
--------------------------------------------------------------------------
|
|
PAC-LAND
|
|
--------------------------------------------------------------------------
|
|
|
|
First get a high score. Put 330NE as the high score name. As long as
|
|
that's the highest score, you'll get ten extra lives when you play.
|
|
|
|
--------------------------------------------------------------------------
|
|
QIX
|
|
--------------------------------------------------------------------------
|
|
|
|
QIX Codes
|
|
Codes found by: Patrick and John Hardie
|
|
Flushing, NY
|
|
Text File by: John Hardie 03/18/92
|
|
|
|
After level 255 you go back to level 0. There is no known code for level 1.
|
|
2- GFGHEF 3- GFGGEN 4- HAHEHF 5- HAHFNJ 6- HAHGOI
|
|
7- HFHCPI 8- HFHNGF 9- HFHMIJ 10- IAIKCJ 11- IAILLE
|
|
12- IAIMAN 13- IFIIJE 14- IFILHJ 15- IFIKBJ 16- IFJFBF
|
|
17- IFJEHI 18- IFJHCM 19- IFJGIE 20- IFJBAI 21- IFJABE
|
|
22- IFJDHJ 23- IFJCBJ 24- IFJNBE 25- IFJMHI 26- IFJPCI
|
|
27- IFJOBH 28- IFJJHJ 29- BFAIFP 30- IFJLDF 31- IFJKHC
|
|
32- IFKFBJ 33- IFKEBF 34- IFKHHI 35- IFKGCM 36- IFKBOD
|
|
37- IFKAAI 38- IFKDCE 39- IFKCLG 40- IFKNBJ 41- IFKMKI
|
|
42- IFKPIC 43- IFKOBJ 44- IFKJKL 45- DFBIDC 46- IFKLBJ
|
|
47- IFKKPF 48- IFLFLF 49- IFLEBJ 50- IFLHPE 51- IFLGLF
|
|
52- IFLBBJ 53- IFLAPH 54- IFLDLF 55- IFLCBJ 56- IFLNPG
|
|
57- IFLMLF 58- IFLPBJ 59- IFLOPB 60- IFLJLF 61- BFCIIJ
|
|
62- IFLLPA 63- IFLKLF 64- IFMFCM 65- IFMEIK 66- IFMHAI
|
|
67- IFMGKJ 68- IFMBIC 69- IFMACM 70- IFMDAF 71- IFMCJJ
|
|
72- IFMNJA 73- IFMMJK 74- IFMPKJ 75- IFMOJA 76- IFMJJK
|
|
77- DFHIMF 78- IFMLHO 79- IFMKEL 80- IFNFKJ 81- IFNEIC
|
|
82- IFNHJF 83- IFNGIM 84- IFNBCM 85- IFNAIK 86- IFNDAI
|
|
87- IFNCKJ 88- IFNNIC 89- IFNMCM 90- IFNPHF 91- IFNOJB
|
|
92- IFNJJP 93- BFEIDF 94- IFNLFN 95- IFNKJP 96- IFOFCA
|
|
97- IFOEJJ 98- IFOHHF 99- IFOGPK 100- IFOBAM 101- IFOAIG
|
|
102- IFODHF 103- IFOCIG 104- IFONMJ 105- IFOMDI 106- IFOPID
|
|
107- IFOOAM 108- IFOJJF 109- DFFIMF 110- IFOLJD 111- IFOKCM
|
|
112- IFPFIK 113- IFPEAI 114- IFPHKJ 115- IFPGIC 116- IFPBEL
|
|
117- IFPAKL 118- IFPDIC 119- IFPCJF 120- IFPNIA 121- IFPMBJ
|
|
122- IFPPKL 123- IFPOIC 124- IFPJAF 125- BFGIHA 126- IFPLCH
|
|
127- IFPKII 128- IFAFKF 129- IFAEOB 130- IFAHJJ 131- IFAGAF
|
|
132- IFABNL 133- IFAAAM 134- IFADKF 135- IFACHF 136- IFANJI
|
|
137- IFAMCM 138- IFAPIK 139- IFAOAI 140- IFAJKJ 141- DFLIDC
|
|
142- IFALGL 143- IFAKKL 144- IFBFIC 145- IFBECI 146- IFBHKL
|
|
147- IFBGIC 148- IFBBEM 149- IFBAID 150- IFBDFF 151- IFBCIC
|
|
152- IFBNCM 153- IFBMIA 154- IFBPAI 155- IFBOKL 156- IFBJIC
|
|
157- BFIIJF 158- IFBLMB 159- IFBKCH 160- IFCFII 161- IFCEKF
|
|
162- IFCHOB 163- IFCGJJ 164- IFCBAF 165- IFCALI 166- IFCDAM
|
|
167- IFCCMF 168- IFCNHF 169- IFCMJJ 170- IFCPCH 171- IFCOIJ
|
|
172- IFCJKF 173- DFJIFB 174- IFCLJJ 175- IFCKCM 176- IFDFIK
|
|
177- IFDEAI 178- IFDHKJ 179- IFDGIC 180- IFDBCL 181- IFDAKL
|
|
182- IFDDIC 183- IFDCHL 184- IFDNPF 185- IFDMLF 186- IFDPDI
|
|
187- IFDOPF 188- IFDJLF 189- BFKINM 190- IFDLJF 191- IFDKFF
|
|
192- IFEFKH 193- IFEEBL 194- IFEHPF 195- IFEGLF 196- IFEBAF
|
|
197- IFEAJI 198- IFEDAM 199- IFECAF 200- IFENHF 201- IFEMJM
|
|
202- IFEPCH 203- IFEOIJ 204- IFEJKF 205- BFNIHB 206- IFELJJ
|
|
207- IFEKCM 208- IFFFIK 209- IFFEAI 210- IFFHKJ 211- IFFGIC
|
|
212- IFFBCL 213- IFFAKL 214- IFFDIC 215- IFFCFL 216- IFFNPF
|
|
217- IFFMLF 218- IFFPJF 219- IFFOIC 220- IFFJCM 221- FFIIFK
|
|
222- IFFLBI 223- IFFKPF 224- IFGFLF 225- IFGEAF 226- IFGHIF
|
|
227- IFGGCL 228- IFGBKI 229- IFGAIC 230- IFGDCM 231- IFGCLH
|
|
232- IFGNAI 233- IFGMCO 234- IFGPLG 235- IFGOAI 236- IFGJBC
|
|
237- BFPICG 238- IFGLCH 239- IFGKIA 240- IFHFGJ 241- IFHEKL
|
|
242- IFHHIC 243- IFHGHF 244- IFHBIC 245- IFHACM 246- IFHDIB
|
|
247- IFHCAI 248- IFHNDA 249- IFHMLG 250- IFHPAF 251- IFHOIA
|
|
252- IFHJCM 253- BFOIBK 254- IFHLAI 255- IFHKDA O- BFBFLM
|
|
|
|
--------------------------------------------------------------------------
|
|
RAMPAGE
|
|
--------------------------------------------------------------------------
|
|
|
|
To play any of the 61 levels, pause and unpause the game on the
|
|
selection screen before you choose your monster. At the newspaper screen,
|
|
you can choose a level with the joypad while holding down Option 1. Here's
|
|
a bonus: Activate the level select trick (Pause and unpause when choosing
|
|
your monster). At the newspaper, hold down Option 1 and select Day 6. Press
|
|
Pause twice. Hold down Option 1 and select Day 15. Press Pause twice. Hold
|
|
down Option 1, Option 2, and the 'B' button simultaneously. The game will
|
|
end, but there will be a "smiling programmer" instead of the winning
|
|
monster.
|
|
===== Levels and City Names =====
|
|
1. BOISE 32. MINNEAPOLIS
|
|
2. PORTLAND 33. MILWAUKEE
|
|
3. SEATTLE 34. CHICAGO
|
|
4. SACRAMENTO 35. DETROIT
|
|
5. OAKLAND 36. CELVELAND
|
|
6. SAN FRANCISCO 37. DAYTON
|
|
7. LOS ANGELES 38. CINCINNATI
|
|
8. SAN BERNADINO 39. INDIANAPOLIS
|
|
9. SAN DIEGO 40. LOUSVILLE
|
|
10. LAS VEGAS 41. MEMPHIS
|
|
11. SALT LAKE CITY 42. NASHVILLE
|
|
12. PHOENIX 43. JACKSON
|
|
13. TUSCON 44. BIRMINGHAM
|
|
14. EL PASO 45. ATLANTA
|
|
15. ALBUQUERQUE 46. TAMPA
|
|
16. DENVER 47. MIAMI
|
|
17. CHEYENNE 48. CHARLESTON
|
|
18. BUTTE 49. CHARLOTTE
|
|
19. BISMARCK 50. RICHMOND
|
|
20. SIOUX FALLS 51. BALTIMORE
|
|
21. OMAHA 52. WASHINGTO D.C.
|
|
22. LINCOLN 53. PHILADELPHIA
|
|
23. KANSAS CITY 54. PITTSBURGH
|
|
24. WICHITA 55. BUFFALO
|
|
25. OKLAHOMA CITY 56. SYRACUSE
|
|
26. DALLAS 57. BOSTON
|
|
27. HOUSTON 58. PROVIDENCE
|
|
28. NEW ORLEANS 59. NEWARK
|
|
29. LITTLE ROCK 60. NEW YORK CITY
|
|
30. ST LOUIS 61. SUNNYVALE
|
|
31. DES MOINES
|
|
===== Headlines (XXXX... ON NTH DAY) =====
|
|
GIANT MONSTER GOES ON RAMPAGE (level 1)
|
|
ALL-OUT BATTLE...
|
|
CITY-STOMPING...
|
|
DEADLY DISASTER...
|
|
FEROCIOUS RAMPAGE...
|
|
INTENSE FIGHTING...
|
|
MASS DEVASTATION...
|
|
MONSTROUS MELEE...
|
|
NATIONWIDE MAYHEM...
|
|
PERILOUS POUNDING....
|
|
TRAGIC ONSLAUGHT...
|
|
===== Captions =====
|
|
AQUATIC STARLET WADES INTO DEEP TROUBLE...
|
|
AVOID LIGHTNING IF YOU DON'T KNOW HOW TO CONDUCT YOURSELF
|
|
CABBIES CRY "NO FARE!!"
|
|
CITY HOWLING MAD, SAUSAGE SCAM EXPOSED
|
|
DAIRY EXPLODES - UDDER CHAOS EVERYWHERE...
|
|
DRINK THE FINAL POTION TO INDUCE YOUR BACKWARD MOTION
|
|
EAT FOOD ITEMS TO INCREASE HEALTH...
|
|
EVER-GROWING CONCERN OVER MEGA-VITAMIN...
|
|
EX-MUTANT IS ARRESTED FOR STREAKING
|
|
GET A BANG OUT OF LIFE -- PICK UP DYNAMITE
|
|
GIANT APE THROWS MONKEY WRENCH INTO CITY WORKS
|
|
GIANT WEREEOLF GOES SHOPPING...SACKS 5TH AVENUE...
|
|
GUILTY LAB TECHNICIAN DISCOVERS CURE
|
|
GYM SOCK THIEF THWARTED...SUSPECT BEING HELD (AT ARM'S LENGTH...)
|
|
HAVE A FRIEND FOR DINNER...BURP
|
|
HAVE YOU EVER BEEN THE "MONKEY-IN-THE-MIDDLE"???...OUCH!...
|
|
HINT: FOOD BEHIND OPEN WINDOWS...
|
|
HINT: WANT TO EAT WELL? PUNCH SLOWER...
|
|
HOVERING HELICOPTERS HERALD HUMONGOUS HURT...
|
|
IS THERE NO END TO THIS RAMPAGE?
|
|
JOB OPENINGS IN NATIONAL GUARD
|
|
KEEP THE SPRY LAB TECHNICIAN IN SUNNYVALE...OR ELSE!!
|
|
LAB SCREW-UP WEARS OFFF...FILM AT 11...
|
|
LAB TECHNICIAN SIGHTED IN SUNNYVALE...
|
|
MEGA VITAMINS -- JUST SAY NO...!
|
|
PLAY "TROLLEY HANDBALL" WITH YOUR FRIENDS
|
|
POTIONS GIVE SPECIAL POWERS...
|
|
PROPERTY VALUES AT ALL-TIME LOW...
|
|
RADIOACTIVE LAKE CHANGES WOMAN'S SCALE
|
|
REAL ESTATE PRICES PLUMMET...BUYERS BEWARE
|
|
REAL LIFE JEKYLL AND HYDE STORY!!
|
|
SHORTAGE OF PRIME OFFICE SPACE...MARKET COLLAPSES
|
|
SOMETHING'S BREWING ON THE ROOF AT THE ARGLEBARF CHEMICAL COMPANY
|
|
SPOUSE OF MUTANT FILES LEGAL ACTION
|
|
TANK BUT NO TANKS...
|
|
THERE ARE NO (BUY A LYNX) SUBLIMINAL (OR TWO) IN THIS GAME (BUY A LYNX)
|
|
VIDEO PIRACY IN CITY HALL? MAYOR IN REEL TROUBLE...!
|
|
YOU CAN LEAD YOU BUDDIES TO WATER, BUT YOU CAN'T MAKE THEM SWIM
|
|
WARNING!: ELECTRICITY IS SHOCKING...
|
|
WITNESS SHEDS NEW LIGHT ON FLUORESCENT BULB SCAM...
|
|
|
|
--------------------------------------------------------------------------
|
|
RAMPART
|
|
--------------------------------------------------------------------------
|
|
|
|
[I'm not sure exactly how to do this one, if someone knows, please mail
|
|
me... --kd]
|
|
Clear two veteran levels and ??? and push the joypad left as if you
|
|
were trying to select a different battlefield. The highlight will disappear
|
|
and then you press A or B you will play on one of the two player levels.
|
|
During the cannon stage, if you click five times on a place where the
|
|
cannon can't be built, you'll go on ahead to the firing stage. One strategy
|
|
is to place the cannon over a boat you plan to target and click five times,
|
|
so that when you start the firing stage the crosshairs will already be over
|
|
he boat.
|
|
|
|
--------------------------------------------------------------------------
|
|
ROAD BLASTERS
|
|
--------------------------------------------------------------------------
|
|
|
|
Hit the first tree on either side of the road, hold down the B button
|
|
on the first level. Or, drive slowly on the right side of the road. Inch
|
|
forward to the first tree, and wait until it disappears, and press the B
|
|
button. You can now use OPTION 1 and OPTION 2 to select your *next* level.
|
|
You'll also get the pictures of the programmers. (You can also drive down
|
|
the left or right side of the road holding the B button...) Deaccelerate
|
|
from 204 down to around 188 or so and acelerate again until you get up to
|
|
205 MPH! (from Star*Lynx)
|
|
|
|
--------------------------------------------------------------------------
|
|
RYGAR
|
|
--------------------------------------------------------------------------
|
|
|
|
Floating shield trick: Throw the shield in front of you, then restart the
|
|
game with Option 1 and Pause. When you restart the game, your shield will
|
|
be floating in front of you. As soon as you fire, your shield returns to
|
|
normal. (programming glitch?)
|
|
|
|
--------------------------------------------------------------------------
|
|
SCRAPYARD DOG
|
|
--------------------------------------------------------------------------
|
|
|
|
When you start the game, wait until your man appears and press PAUSE
|
|
Now press right on the joypad and press the "B" button at the same time.
|
|
You should see a message at the bottom othe screen that says "SHIELD
|
|
AWARDED." Note: This works only once at the beginning of each level. Found
|
|
by: Sky (John Hardie From Flushing, NY) Feb. 1992.
|
|
|
|
--------------------------------------------------------------------------
|
|
SHADOW OF THE BEAST
|
|
--------------------------------------------------------------------------
|
|
|
|
Keep in mind when you read this that Beast is an arcade game, thus
|
|
just knowing how to do this may not be enough. Quick reflexes may be
|
|
necessary. Also, my strategy is not perfect in places... if you know how to
|
|
improve my technique (ie, you don't get hit as much) let me know
|
|
(tazzzzz@eecs.umich.edu).
|
|
|
|
Outside. Start by running to the left. Watch for the bats that will
|
|
fly down (I've only made it through here unscathed a couple times, normally
|
|
I just run back to the right a little bit and duck when I hear the bats
|
|
shriek). There are two different sets of bats, and each set of bats will
|
|
attack in two different smaller groups. As soon as you get past the second
|
|
set of bats, there are three metal traps in the ground. All you need to do
|
|
is jump and land between the sets of "jaws". Enter the tree (there is
|
|
nothing of value further to the left).
|
|
|
|
In the tree, part one. The small head at the bottom of the staircase
|
|
will shoot at you when you get a certain distance from it (something you're
|
|
bound to discover on your own!). Climb down the ladder and head to the
|
|
left. The game progresses pretty linearly here. You've got a few platforms
|
|
to jump and a few monsters to dispose of, but there's really only one way
|
|
to go. When you get past the green guys with the swords (watch out for
|
|
those spikes overhead!), climb up the ladder and head to the right (passing
|
|
the next ladder which is heading up) until you come to the ladder that goes
|
|
down. A bit more jumping on platforms and you'll come to a blue total
|
|
health restoring potion. Things progress a bit more and you will encounter
|
|
these golden flying things. When you are at this point, you will climb down
|
|
a ladder and find a silvery (but with red center) circular device stuffed
|
|
in a corner to the right (somewhat near a big skeleton lodged in the wall).
|
|
This is a teleporter that will take you back a ways. Don't use it yet.
|
|
Instead, head to the left, ignoring the ladder heading down.
|
|
|
|
Next, you will come to the weird eagle thing that is holding a blue
|
|
crystal globe. Time his fire-breathing activities and get up close to him
|
|
when he's not scorching the air in your vicinity. Ducking will avoid the
|
|
fire. Then, when he's not breathing fire, punch the globe (it will flash
|
|
each time you hit it). I counted eleven hits for it to be finished. You
|
|
will then have the blue globe in your inventory (you'll get to use it soon
|
|
enough). Head back to the right the way you came, and then take the ladder
|
|
down.
|
|
|
|
You will climb down a jog in the ladders, and then head left instead
|
|
of down. To the left, you will find an area with a key. I've found it
|
|
easiest to jump off of the moving platform into that section and then
|
|
getting onto the up-down moving platform without the resident blue guy
|
|
seeing me. (Basically don't walk to the left at all after jumping off of
|
|
that moving platform. Just hop straight onto the up-down platform). Now,
|
|
head back to the right. If you need health, climb down that ladder that I
|
|
told you not to climb down before and head to the left. All the way left is
|
|
a blue complete health restoration potion.
|
|
|
|
I have a hint for this whole section. I found it much quicker to avoid
|
|
catching all the ropes and jumping on all the platforms by simply falling
|
|
off the ledges. The health potions were conveniently spaced so that I could
|
|
easily survive these falls (watch out for spikes though!) and leave this
|
|
area with full health. Climb back up the ladders and hop in the teleporter.
|
|
|
|
After teleporting, hit option 1 and select the blue globe. The blue
|
|
globe gives you a nifty missile weapon. Head left and climb up the ladder.
|
|
When you move to the right, a wall will rise sealing you from escape! There
|
|
is a lone spike "bush" in the middle of this little battlefield. Stand with
|
|
the Beast's right foot just about touching the left edge of the bush. When
|
|
the monster rises up, duck. You should be below his shots. Note that before
|
|
he rises up, he will fire one shot. Try to jump over them, but they don't
|
|
do too much damage so don't worry too much. I comfortably get four shots in
|
|
before I have to duck. It takes fifteen shots total (don't waste these
|
|
shots, I've found them useful later). Hit option 1 and select "exit" in
|
|
order to go back to regular punches. Off to the right, you enter the second
|
|
half of the tree and a new save point!
|
|
|
|
In the tree, part two. As you run to the right, you will run past a
|
|
machine with a lever, gears and a chain coming out of the top. Ignore that
|
|
for the moment, and jump over the spikes. After you climb down the ladder,
|
|
there will be some snakes coming out of the floor and spitting at you. Just
|
|
run up to them and punch them after they spit. After the second and third
|
|
snakes a bird thing will fly down and you will need to duck. Don't take the
|
|
downward ladder after the snakes. Instead, pick up the gear and head back
|
|
to the machine. Once there, hit option 1 and select the gear. Assuming
|
|
you're standing close to the machine, the gear will go in place. Punch the
|
|
lever and a platform will lower. Climb onto the platform and punch the
|
|
lever again to go up. Go to the right and get the torch hanging from a
|
|
support pole. Head left, beat up some green guys and flip the switch on the
|
|
wall. Climb up the ladder you past when you went to flip the switch, and
|
|
head left past the bouncing eyeballs (!?). When the dragon stops breathing
|
|
fire, run, pick up the key and stand next to him and wait out his next
|
|
attack. After that, run back to the right and past the eyeballs. If you
|
|
need health, head to the right and pick up the blue potion. Otherwise, head
|
|
back down the ladder and the "elevator". Go past the snakes again, and then
|
|
head downward. Head right and punch the lever. Then turn back and cross the
|
|
platform that had been extended across what used to be a gap. Punch the
|
|
lever you find off to the left and then go back to the right and downard
|
|
(gadzooks! They've got you running back and forth!). Run left after getting
|
|
to the bottom of the ladder and use the moving platforms to take you
|
|
further left. You will find a blue "glove" suspended in midair. If it's
|
|
surrounded by electricity, you forgot to flip the switch in the hallway
|
|
underneath those bouncing eyeballs. As you head back right past the ladder,
|
|
a couple of those red batlike things will fly down. Try to hit them,
|
|
because now is a good time to conserve health. You've got a ways to go
|
|
before a refill. Continue on downward and avoid the obstacles (I have
|
|
really got much to comment on here. Just practice your timing around the
|
|
spikes and try not to get hit.) When you get to the ghosts, if you head
|
|
right instead of down the ladder to the left you can avoid having to deal
|
|
with these rocket engines that are mysteriously igniting. However, only
|
|
avoid those engines if you have the health to take a fall into spikes (and
|
|
you must also be confident of your ability to get rid of the dragon). Hit
|
|
option 1 and select the yellow glove. You can't kill the dragon without it.
|
|
If you watch the timing, you will notice that the spike will drop to the
|
|
floor and the dragon will stop breathing fire. That is when you need to
|
|
jump across. You can comfortably punch the dragon five times before you
|
|
need to jump back across when the spike is down. It takes a total of thirty
|
|
hits to blast this guy. Use the yellow key you picked up to leave the tree
|
|
area through the well.
|
|
|
|
Topside once again. All right! So we're out of that hellhole of a
|
|
tree. Well, there's still a bunch of ickyness to deal with up top. First,
|
|
stand in front of the cannon. After the nifty little green dude lights the
|
|
fuse (wait for it to be burning), punch the cannon. The little guy gets
|
|
blast and leaves a handy gun behind. Now, head back to the right
|
|
eliminating the baddies that you encounter. The columns that look like
|
|
piles of rock contain potentially useful items (there is only one evil
|
|
column in the game, and that comes near the end). The first two you come
|
|
across have health bonuses. The last one contains a large ball. Push the
|
|
ball along with you as you avoid the spikes and use it to plug up a hole
|
|
from which some green and red balls are popping. When you get to the funky
|
|
pterodactyl statue, don't be alarmed. This is actually a pretty easy
|
|
monster. He does a bit of damage if he hits you, so don't let him. Punch
|
|
the statue five times to let the monster out, and then punch him three
|
|
times to take back the freedom you just gave him. I personally hate the
|
|
spider forest that comes next, but at least there is health afterwards. The
|
|
eyeballs aren't too bad once you see the holes that you can rest in. Duck
|
|
as the green guy flies overhead, and then punch him as he comes back around
|
|
but lower. When the flying dragon drops the winged bomb, punch the bomb
|
|
before it explodes and it will eradicate the annoying swarm of insects. I
|
|
think you can handle the rest of the obstacles until you get to the castle.
|
|
|
|
In the castle. Go left, past the ladder, and get rid of the green,
|
|
hoppy guys. Flip the switch. Go back and climb the ladder. You can only
|
|
punch wooden barrels; the silver balls and indestructible. There are two
|
|
wooden barrels followed by a metal ball, and this repeats itself
|
|
indefinitely. Hit the first wooden barrel, and use the ladder up to the
|
|
next level as a means to dodge the second barrel and the metal ball. When
|
|
you get to the floor where the barrels are dropping down, run to the left
|
|
and flip the switch. Climb the ladder to the top floor, and punch the
|
|
chests to the right for health, except be forewarned that the very last
|
|
chest contains a green guy who shoots arrows, and the second to last chest
|
|
can be stood on to avoid the arrows. Kill the green guy by punching the
|
|
chest before getting the last bit of health. Run to the right, avoid axes
|
|
and flying dragons. Pick up the wrench. Climb down the first ladder you
|
|
come to. As you run to the right, watch for green dudes in the floor which
|
|
throw knives at you. To avoid getting hit by the axes that come down, stand
|
|
right underneath whence they come, and they'll fly over you from each side.
|
|
After defeating the three big green mouths, run and jump across the gap.
|
|
You need to jump at the last second to make it. Punch the little head in
|
|
the wall three times, and jump onto the chandelier as it lowers. Wait for
|
|
the spider to go up to run underneath it. More axes. Some spiders need to
|
|
be punched once or twice before they'll go up. After climbing down the
|
|
ladders, you'll be back near the entrance. Go right. You might want to
|
|
consider using some of your remaining shots from the blue ball to kill the
|
|
red bouncy blobs and the bats after them. The gates here will only be open
|
|
if you've flipped both switches prior to getting here. Climb down the
|
|
ladder; don't go all the way to the left. Some health is on the right then.
|
|
Go left, wait for the metal ball to pass, go left, climb the ladder, climb
|
|
into the pit, and duck. Wait for the ball, go left, and climb down the
|
|
ladder. Pick up the spare bullets, and climb down the next ladder. Run to
|
|
the right until you see the gargoyles; then run back to the left, and punch
|
|
the button on the wall. There's another green guy in the floor after the
|
|
axes. Use the wrench to get past the electric field. Climb up the ladder,
|
|
go to the left, and flip the switch. Arm yourself with the gun, climb down
|
|
the other ladder, and go to the right. Get in close, and just shoot. And
|
|
keep shooting. You shouldn't need to refill the gun. Use the blue key to
|
|
unlock the door. You are now outside.
|
|
|
|
Outside the castle. Go right. Punch the tombstones for health. In the
|
|
second set of tombstones, the second tombstone contains a ghost instead of
|
|
health. Kill everything. To kill the final guy, watch his shot pattern. Get
|
|
in close and jump and kick the face in the middle of his body.
|
|
Congratulations, you won.
|
|
|
|
--------------------------------------------------------------------------
|
|
SHANGHAI
|
|
--------------------------------------------------------------------------
|
|
|
|
To view the victory screen, go to the high score table and press
|
|
Pause. Hold down Option 1, Option 2, A, B, and press the joypad diagonally
|
|
up and to the left.
|
|
|
|
--------------------------------------------------------------------------
|
|
SLIME WORLD
|
|
--------------------------------------------------------------------------
|
|
|
|
At the title page, hold down OPT 2, then hold down OPT 1. Next press
|
|
the joypad up and right. Let go of everything at once. You will be
|
|
invincible! In multiplayer games, all invincible players are kept in an
|
|
"alternate universe". Basically, invincible players will show up on the
|
|
maps of other invincibles, but not on the maps of the regular players.
|
|
|
|
One (There may be others) secret level is on level 6. As soon as you
|
|
enter shoot the floor immediately to the right of Todd. The floor will open
|
|
up to another level.
|
|
|
|
A 'Zit Popping' game can be played by going to the summary screen and
|
|
then going to the screen where Todd is green. Press Option 1 and you'll see
|
|
a zit. Blow it up by hitting the buttons as fast as you can.
|
|
|
|
4EB435 and 6134A4 will crash Slime World so completely that the only
|
|
way to recover is to turn the lynx off and on again!
|
|
|
|
The codes found in this text file were compiled by Mr. Kale Swindell
|
|
of La Canada, CA. He indicates that these codes will place your character
|
|
(TODD) at one of the restart stations located in the game. The further
|
|
along the code is in the list, the further into the level your character
|
|
will be restarted.
|
|
|
|
Adventure 1: EASY
|
|
24CAA1 E8CA6C EC8AA9 118AEA 6FCBE9 919073 E70926 A809E3 6B4B6C
|
|
66CBE0 25CBA7 114928 12C9AA 550894 D7C956 19CB93 198AD2 9D0AD9
|
|
45C9C5 5DC9DD 070946 CA090D CCC94F 30C988 4F8B09 0B8BCD 098BC3
|
|
078BC1 C28A87 870AC3 8A0ACE 8F0BC8
|
|
|
|
Adventure 2: EXPLORATION
|
|
269AF3 ED9ABE ECDA78 ED9BBF E4DB71 259BF7 EA193D EF58F9 D199B9
|
|
E79EB4 EDDE7D EE9EBF D29EBB E79FB5 2F9CF2 6CDCE3 AC5CB2 139CFE
|
|
159DF9 D01A24 559925 5A9E23 43DFE9 1E1969 1DDCA0 1899E0 1CD8AF
|
|
0399EB 865591 465F57 4EDFDD 75DFD8 245947 085F11 4C5C52 070997
|
|
4FDFDD 089ADD 70DCDF 75DCD8 F1181B B51FDA 711B9B 8EDA1A F1DA45
|
|
745947 749807 F659C1 B85D87 BD1DC0 B79B40 3DDC80 B79B40 7E5D4D
|
|
205F09 7F9E0C 60DEC9 20D988 205F09
|
|
|
|
Adventure 3: ACTION
|
|
9157B6 AB9277 2F1176 919073 198AD2 5DC9DD 15563D 569039 98D638
|
|
1796FC 111671 5417B2 1DD7BB 1993FB D052FC 1492F9 D91225 5CD1E4
|
|
5CD6E5 011766 DC93A6 1E1262 43536C 42506C 47972D 0D97EB 77D1DF
|
|
B816D8 7A575B B610D8 72139C 0C1654 8916E9 4D9115 F150D3 CA9095
|
|
0892D5 8F9350 B69358 391245 FF9086 BC12C0 BD11C4 3C5604 215601
|
|
211746 67970D EAD74B 6B910B 62920F A610C8
|
|
|
|
Adventure 4: SUSPENSE
|
|
DD0114 DDC154 9D8154 5DC0D4 5C8114 5C4157 1C4117 DC0117 DCC157
|
|
DF8197 9C01D7 9C4197 5D8014 9CC117 5C0097 5CC0D7 DCC0D7 C641D9
|
|
C941D8 494158 C9C659 464159 474059 46C0D9 464058 884284 0B82C4
|
|
0DC286 8C4280 8E4282 B0824C 34004E C7071C 1A472B 1A076B 1DC7AB
|
|
5DC7EB 5D872B 5D476A 5C07AA 9702EB 10C3A2 110362 114322 918362
|
|
2E81E6 9146A1 9106E1 EEC666 114621 110661 11C6A6 2E0666 2E4626
|
|
2E86E7 2EC6A7 2B413A 2B81FB 2BC1BB 28413B 2881F8 28C1B8 294138
|
|
2981F9 29C1B9 24413F 2387F1 200771 E00731 A007F1 6006B1 210671
|
|
E10631 A106F1 6101B1 3E0272 FEC171 BEC131 7EC0F1 3EC0B1 FFC071
|
|
BF00F1 7F03B1 3C0371 FC0331 BC03F1 7C02B1 3D0271 7C4371 3A0276
|
|
FA42F6 BA42B6 FAC276 BA8176 BD42B1 BD02F1 BDC231 A48278
|
|
|
|
Adventure 5: LOGIC
|
|
D9E275 9C26F4 9B62B7 02A2FF 9F63B0 C02032 C4E17F C2A1B2 032770
|
|
DF67F4 022470 05E7B3 47667F 4621BE 8522F9 06E3B8 8921F8 C966F9
|
|
8C65BB CDE665 71E1E1 4C21A4 0EE3A0 CAA3A5 8D62A1 8F22E3 7527A3
|
|
336720 CEE565 F52520 39652C 3CA4EB B7E42D B2A662 BA64A8 F162ED
|
|
77E3E9 796168 BBA66B 3BE0AA FF61D6 60A417 236516 E02711 A12601
|
|
652692 E8E55F A6E61E 6A2798 AD25D8 27A1DF A7A358 7CE2D1
|
|
|
|
Adventure 6: ARCADE
|
|
012D7C 016E39 016938 00EAA5 002A64
|
|
|
|
--------------------------------------------------------------------------
|
|
S.T.U.N. RUNNER
|
|
--------------------------------------------------------------------------
|
|
|
|
Start out at level 11 (Labyrinth) and complete it. On level 12
|
|
(Coathanger) go right and catch the boost and continue going right. You
|
|
will fly up and then continue and cross the finish line. You will be warped
|
|
to level 18!
|
|
|
|
--------------------------------------------------------------------------
|
|
SUPER SKWEEK
|
|
--------------------------------------------------------------------------
|
|
|
|
Choose Normal Game from the options. At the map screen position Skweek
|
|
(or Skruch) over the "O" in the word GARGOUIL LAND and scale until you
|
|
can't fly any lower. You will see a snorkeling furball. It may take some
|
|
positioning, but maneuver yourself over the furball and then press OPT 1 so
|
|
you can go to the forbidden islands. If you want two extra men, scale onto
|
|
the small island directly to the right of the WELCOME ISLAND in the upper
|
|
right corner of the dark blue spot. You will see a Skweek next to a palm
|
|
tree. Hover over it and push OPT 1 for two extra lives. To gain 3000 extra
|
|
coins, scale over to the large body of water in the PAGALAGOS ISLAND. You
|
|
will see a Skweek. Hover over it, push OPT 1 and the cash is yours. (from
|
|
July 1992 EGM)
|
|
|
|
--------------------------------------------------------------------------
|
|
TOKI
|
|
--------------------------------------------------------------------------
|
|
|
|
Press and hold down OPT1 and UP before the title screen appears get
|
|
into "freak out" mode. Pressing A or B starts the game normally (from
|
|
Star*Lynx BBS).
|
|
|
|
For those of you trying to get the digitized picture of the TOKI
|
|
designers to appear in TOKI but are having trouble, I've found that holding
|
|
the pad UP and holding OPTION 1 simultaneously JUST as the screen fades to
|
|
black to show the "Continue" screen usually produces the white dot after
|
|
the timer expires (of course hold UP and OPTION 1 through the whole
|
|
duration of the continue screen.)
|
|
|
|
While trying to get the digitized picture, I discovered an
|
|
"additional" trick (at least I think no one has posted about this before.)
|
|
Kill all your men in TOKI. Once at the "Continue?" screen, after the first
|
|
"beep" of the countdown, and while the timer still shows a 9, press UP and
|
|
OPTION 1 at the same time, and hold them, just like for the digitized trick.
|
|
You'll see the GAME OVER screen, but keep holding them. The TOKI demo will
|
|
appear... keep holding UP and on OPTION 1. After the names of the
|
|
designers fall down, the demo should go psychedelic!! The demo will cycle
|
|
through colours, a catchy tune will begin, and the pad will allow you to
|
|
sample digitized TOKI sounds...furthermore, pressing DOWN and LEFT
|
|
repeatedly will cause the samples to descend in pitch. Conversely,
|
|
pressing UP and RIGHT repeatedly will cause the samples to ascend in pitch.
|
|
Note: Once the new demo begins, release UP & OPTION 1. Then use pad to
|
|
sample sounds.
|
|
Have fun!
|
|
Jason
|
|
--
|
|
Jason Patrick Bennett "The little girl had the making of a poet in her
|
|
Simon Fraser University who, being told to be sure of her meaning before
|
|
Burnaby, B.C., Canada she spoke, said: 'How can I know what I think
|
|
bennetta@sfu.ca till I see what I say?'" --Graham Wallas
|
|
|
|
--------------------------------------------------------------------------
|
|
TOURNAMENT CYBERBALL
|
|
--------------------------------------------------------------------------
|
|
|
|
In Tournament Cyberball there is an apparent bug in the game that can
|
|
be a real cheat. This works well against another human player. I haven't
|
|
tried it against the computer. I'm guessing the computer is "too smart" to
|
|
fall for this cheat. Anyways, if you're fairly far up the field, you can
|
|
run your quarterback all the way to the opposite end of the field, before
|
|
throwing your pass. "Unrealistic" passes can be completed from the opposite
|
|
end of the field. Watch out though, some computerized cyberbots will follow
|
|
you all the way.
|
|
|
|
The advantage of this cheat is simple: It takes out a few of the
|
|
computerized defenders, and it throws the defense player off by not
|
|
allowing the defense player to see where your receivers are going. In other
|
|
words, all you see on both player's lynx's is a pretty much blank screen
|
|
with nothing but a quarterback and a few rushers....With enough practice,
|
|
one can have little trouble blindly throwing passes like this.
|
|
|
|
Lastly, don't try this cheat on the "Real" arcade version of this
|
|
game. It doesn't work. Actually it's quite amusing what happens. When
|
|
you think the quarterback is going to throw a 70 + yard pass, he/she/it
|
|
ends up throwing a pass that lands like 1 yard right in front of the QB.
|
|
Try it if you're ahead sometime on the arcade version. Is kinda
|
|
amusing....;-)
|
|
|
|
--------------------------------------------------------------------------
|
|
VIKING CHILD
|
|
--------------------------------------------------------------------------
|
|
|
|
Viking Child -Codes-
|
|
Village Castle: OMEGAMAN
|
|
Forest Mountain: PATRICIA
|
|
Land Bridge Lake: REDDWRARF
|
|
Labyrinth Mund Flat Volcano: DEWSBURY
|
|
Desert Pramid: ISLAND
|
|
Codes from Wizz Kidd (Mike Reed from Tempe, Az)
|
|
|
|
--------------------------------------------------------------------------
|
|
WARBIRDS
|
|
--------------------------------------------------------------------------
|
|
|
|
When playing alone, pause the game and you can still look around with
|
|
the 'B' button. This may help new pilots so they can pause the action, look
|
|
around and plan their route.
|
|
|
|
For single-player Grave Sight, as soon as you die (when the roses and
|
|
skulls border appears) quickly pause the game. 'A' button will change the
|
|
viewpoint from plane to plane (And to the point where you died). Look
|
|
around with the joypad.
|
|
|
|
--------------------------------------------------------------------------
|
|
XENOPHOBE
|
|
--------------------------------------------------------------------------
|
|
|
|
Hints:
|
|
First the basics. I love the yellow electro gun, so all my strategy
|
|
revolves around this gun. The puffer gun does more damage.
|
|
I usually crawl along the ground and fire alot. I stand to kill festers
|
|
and ceiling vines. Jump to move quickly.
|
|
|
|
Festers (the fellows who appear on the sides of the screen) Take these
|
|
guys out by being just over half a screen away from them. Fire like crazy.
|
|
You better make sure you are at least half a screen away because these
|
|
really hurt! You can advance on them once they retreat and expose their
|
|
hand, makes killing them easier if you do. When they throw stuff, you
|
|
better be facing them and firing... Getting hit by this stuff stuns you,
|
|
likely costing your life on later levels. You can kill them with the
|
|
puffer gun by laying low near the edge of the screen, and standing up and
|
|
firing as soon as they start to retreat. You can always ignore these guys
|
|
buy crawling along the floor... but it's good to take them out as soon as
|
|
you can. They produce other aliens, and create another hazard. You can
|
|
often kill festers on the adjacent screen by firing very close to the edge.
|
|
I used this to my advantage alot on level 22, which is almost nothing but
|
|
festers.
|
|
|
|
Ceiling vines: As I mentioned earlier, make sure you don't move into them
|
|
while firing. Stop, then aim up and fire.
|
|
|
|
Rollerbies (the armadillo like things that curl into a ball) Getting hit by
|
|
these balled up creatures can stun you for some time, like the festers can,
|
|
which means losing your life in later levels. Fire alot at them to make
|
|
them roll the other way of course. Don't fire too much if there is a
|
|
closed door in the way, as they'll bounce back at you at high speed. They
|
|
unravel once they stop moving. I often fire once or twice at them to make
|
|
them stop. They then unravel and I kill them. Or, I throw a grenade, and
|
|
fire just enough to make them be near the grenade. These guys are what
|
|
really threatens your life at the beginning of later levels... Don't
|
|
underestimate what a mob of these can do to your game. :) One stuns you,
|
|
then every alien and their brother beat up on you while you can't do
|
|
anything. Then you lose your gun, and losing your gun on later levels
|
|
usually means the end of your life, if not your whole game! (you usually
|
|
get a laser with your new guy, which often is inadaquate). Point blank
|
|
shots often don't work on these guys for some reason, very important to
|
|
remember.
|
|
|
|
Laser firing security drones: Of course you can make these stop firing at
|
|
you by getting the disk and putting it in the security machine. But did you
|
|
know that you can kill them? You have to fire alot, unless you have a
|
|
puffer gun. Stand and fire diagonally up, fire like crazy, and don't
|
|
change directions! They'll move right into your fire. The laser gun does
|
|
so little damage, it is questionable if you should do this with that gun.
|
|
I kill these drones on every floor I encounter them until I find the disk.
|
|
Little crawling aliens: crawl and fire alot, jump if you they stick to you.
|
|
On later levels, it often isn't wise to jump immediately... you might jump
|
|
into a festers xray beam, and get stunned, lose your gun, your life, your
|
|
game...
|
|
|
|
Snotterpillars (big hopping spitting aliens): While heading towards a new
|
|
screen, if you hear that you are hitting something just before you enter
|
|
the new screen, stop and keep firing until the sound stops. Then fire a
|
|
lot as you enter the new screen. Firing at them usually stops the nasty
|
|
spittle they throw. You should have no problems taking out mobs of these
|
|
fellows by firing alot. Stop moving as soon you are hitting one, you want
|
|
to hit them as far away as you can. I am pretty brave with these guys,
|
|
I'll take on a big mob of them at once. Just fire very very fast. If too
|
|
many get close, or are about to, move directly away and hit jump twice (or
|
|
more) in a row. This one tactic is the main reason why I survive so long!
|
|
Not only does it make you run away quickly, it also has the effect of
|
|
dodging their spittle. Practice turning around and hopping away repeatly
|
|
when there aren't aliens around. Make sure you are moving away before
|
|
jumping, otherwise you'll jump up instead of away, and then you're really
|
|
If you have the puffer gun, have no fear-- if you fire fast enough, you can
|
|
kill a solid wall of these guys with it.
|
|
machine that spits out bombs: Each bomb does 200 damage I think, so be
|
|
careful. Jump away or over bombs that get thrown near you. hit option two
|
|
to fix the machine, then hit option one until you have a full load of
|
|
grenades.
|
|
|
|
self destructing: often a good idea, unless you are about to finish the
|
|
level. You won't get 200 bonus health, but on later levels you'll probably
|
|
lose more than that. I usually self destruct 2 or maybe 3 levels.
|
|
|
|
Fire levels: I am continually switching from the fire extinguisher to the
|
|
electro gun on this level. Put out the fire, run and grab your gun and
|
|
clear the rooms until you hit the next fire, etc. You can push along both
|
|
guns, but it's risky. Fires count as part of the alien remaining count...
|
|
so don't leave the fires for last! Otherwise you'll get stuck with a fire
|
|
extinguisher on your next level. If I'm cautious, I often gain more health
|
|
than I lose on these levels.
|
|
|
|
level 21: This level is utter hell. Makes every other level look silly.
|
|
Be paranoid with every room you enter. I can't stress enough how hard this
|
|
level is. Fire as fast as you can. Good luck keeping your gun... that's
|
|
the main thing actually on the later levels, keeping your gun. The
|
|
beginning of 21 and other later levels is hellish, this is one place where
|
|
I wouldn't feel guilty using alot of grenades. Those hordes of rollerbies
|
|
are a real problem at the beginning of levels.
|
|
|
|
level 22: This level is as easy as 21 is hard. Almost nothing but festers.
|
|
This level might not be so easy if you don't have an electro-gun. I always
|
|
have one here.
|
|
|
|
level 23, final level: Use my technique for killing snotterpillars,
|
|
especially hopping away repeatedly when mobs get close. Grenades here can
|
|
take a wall of snotterpillers, what a rush. :) Keep up a wall of fire to
|
|
stop their spittle. Be wary of hidden ceiling vines on the edges of the
|
|
screen. Fire as fast as you can when you see the mother alien, crawl
|
|
behind her while firing when you've cleared the other aliens in the room.
|
|
Fire at her head once you're behind her. (diagonally up from ground)
|
|
It's important to learn to survive with a laser gun until you can get
|
|
something better. Be very convervative, do most of your killing from the
|
|
adjacent screen. Hit things as far away as possible. Run from
|
|
snotterpillars when they get inside your max range (yup, hop twice again..)
|
|
use grenades if you have to. God I hate losing your gun on the later
|
|
levels. Free free to mail me any questions and comments. Is the arcade
|
|
game exactly the same?
|
|
Michael Kaye horny@ucscl.ucsc.edu Twin Peaks ADDICT
|
|
Map:
|
|
Guide to abbreviations
|
|
BM - Bomb Machine
|
|
E - Elevator
|
|
F - Fire
|
|
FP - Fireball Pit
|
|
FS - Fire in space station
|
|
IS - Infestation Screen
|
|
GD - Green ooze Dripping from ceiling
|
|
O - Outdoors
|
|
FO - Floor opening
|
|
MSU - Moving stars Unit
|
|
PR - Pestering Robot
|
|
RN - Research Notes
|
|
SC - Security Central (needs ID card)
|
|
SD - Self Destruct unit
|
|
SXU - Sealed Xeno Unit (needs Key)
|
|
Notation in header
|
|
(NN Xenos) - Number of Xenos to kill on this level
|
|
(F) - Space station is on fire
|
|
(PR) - Space station has a Pestering Robot that shoots
|
|
|
|
|========================= Space Station 1 =========(63 Xenos)========|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | | | MSU | RN | | |
|
|
|
|
|========================= Space Station 2 =========(56 Xenos)========|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | | | O | | O |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | IS | BM | | | |
|
|
|
|
|========================= Space Station 3 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | GD | GD | E | SD | | IS | | O |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | FB | | | | |
|
|
|
|
|========================= Space Station 4 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | IS | | E | FO | | | FO | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | FO | | | FO | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | IS | E | | SD | | | |
|
|
|
|
|===========(PR)========== Space Station 5 =========(127 Xenos)=======|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | O | | E | IS | O | SC | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | SXU | | E | IS | | GD | GD | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | IS | | FP | | |
|
|
|
|
|===========(F)-========== Space Station 6 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | F | E | IS,F | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | F | | E | IS,F | SD,F | F | | |
|
|
|
|
|========================= Space Station 7 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | IS | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | BM | | | |
|
|
|========================= Space Station 8 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | | FO | | | | FO |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | | FO | | | | FO |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | | FO | | | | FO |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | SD | | | IS | | IS | | |
|
|
|
|
|========================= Space Station 9 =========(55 Xenos)========|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | IS | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | BM | | | |
|
|
|
|
|========================= Space Station 10 =========(99 Xenos)========|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | GD | GD | E | SD | | IS | | O |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | FP | | | | |
|
|
|
|
|========================= Space Station 11 ========(122 Xenos)========|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | IS | | E | FO | | | FO | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | FO | | | FO | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | IS | E | | SD | | | |
|
|
|
|
|===========(PR)========== Space Station 12 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | O | | E | IS | | SC | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | SXU | | E | IS | GD | GD | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | | | FB | | |
|
|
|
|
|===========(F)=========== Space Station 13 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | F | E | | F | | F | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | F | | E | F,IS | F,SD | F | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | | | | | | |
|
|
|
|
|========================= Space Station 14 =========(100 Xenos)=======|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | IS | | O | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | BM | | | |
|
|
|
|
|========================= Space Station 15 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | FO | | FO | | | | FO |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | FO | | FO | | | | FO |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | FO | | FO | | | | FO |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | FO | IS | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | SD | | | IS | | IS | IS | |
|
|
|
|
|========================= Space Station 16 =========(57 Xenos)========|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | IS | | | | O |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | BM | | | |
|
|
|
|
|========================= Space Station 17 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | GD | GD | E | SD | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | | | | | | | | |
|
|
|
|
|========================= Space Station 18 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | IS | E | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | E | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | E | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | E | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | | | | | SD | | | |
|
|
|
|
|========================= Space Station 19 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | O | | E | | | SC | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | IS | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | E | IS | | | | |
|
|
|
|
|===========(F)=========== Space Station 20 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | IS | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | BM | | | |
|
|
|
|
|========================= Space Station 21 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | E | IS | | O | | O |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | E | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | | | | | | | | |
|
|
|
|
|========================= Space Station 22 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | | | | | | | | |
|
|
|
|
|========================= Space Station 23 ===========================|
|
|
Level| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
|
-----+========+========+========+========+========+========+========+========+
|
|
1 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
2 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
3 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
4 | | | | | | | | |
|
|
+========+========+========+========+========+========+========+========+
|
|
5 | | | | | | | | |
|
|
|
|
--------------------------------------------------------------------------
|
|
ZARLOR MERCENARY
|
|
--------------------------------------------------------------------------
|
|
|
|
ZARLOR MERCENARY / The Game of Life
|
|
|
|
ACCESSING LIFE: The game of LIFE is accessed through the character
|
|
selection screen of Zarlor Mercenary. Turn on your Lynx with the Zarlor
|
|
Mercenary game card inserted. Press the fire button twice to get to the
|
|
character selection screen. At this point you must hold down OPTION 1
|
|
while moving the joypad as follows: Up, Down, Left, Right, Up.
|
|
|
|
At this point your screen should say LIFE and there will be a LIFEform
|
|
known as a 'glider' moving across the screen diagonally. It will go off
|
|
the edge of the screen and return on the bottom, eventually running into
|
|
the cells forming the word LIFE and causing the chain reaction that
|
|
destroys the title screen.
|
|
|
|
Before the title screen is destroyed you may try the following
|
|
controls:
|
|
|
|
1. Moving the joypad or pressing either OPTION button or PAUSE will stop
|
|
the current evolution of LIFE.
|
|
|
|
2. Pressing OPTION 1 to continue the evolution puts LIFE into a mode
|
|
where cells that reach the edge of the screen wrap around to the other
|
|
side.
|
|
|
|
3. Pressing OPTION 2 to continue the evolution puts LIFE into a mode
|
|
where cells that reach the edge of the screen behave as though they
|
|
have reached a solid wall. This may be useful if 'gliders' that are
|
|
launched are disrupting your LIFEforms.
|
|
|
|
4. Pressing either BUTTON A or BUTTON B puts LIFE into DRAWING MODE.
|
|
|
|
DRAWING MODE: Access DRAWING MODE by pressing BUTTON A or BUTTON B
|
|
while LIFE is evolving or after the current LIFEform has reached a stable
|
|
state. You can tell you are in DRAWING MODE because the joypad will be in
|
|
control of your cursor, a set of green crosshairs. While in DRAWING MODE,
|
|
your controls behave as follows:
|
|
|
|
1. Moving the joypad with BUTTON A depressed will allow you to draw.
|
|
|
|
2. Moving the joypad with BUTTON B depressed will allow you to erase.
|
|
|
|
3. Pressing OPTION 1 or OPTION 2 will allow your LIFEform to evolve, as
|
|
described in 2 and 3 in the above ACCESSING LIFE section.
|
|
|
|
4. Note that the screen cannot be flipped, but attempting to RESTART the
|
|
game will cause the screen to be cleared, and you will remain in the
|
|
DRAWING MODE.
|
|
|
|
5. Pressing PAUSE and BUTTON A will put you in COPY MODE.
|
|
|
|
6. Pressing PAUSE and BUTTON B will put you in PASTE/ERASE MODE.
|
|
|
|
7. Pressing OPTION 2 and PAUSE will copy your current screen to a
|
|
temporary buffer (see below).
|
|
|
|
COPY MODE: Access COPY MODE by holding down PAUSE and pressing BUTTON
|
|
A while in DRAWING MODE. You can tell you are in COPY MODE because the
|
|
green crosshairs will be onscreen with the word COPY in green below and
|
|
slightly to the right of the crosshairs. While in COPY MODE, your controls
|
|
behave as follows:
|
|
|
|
1. Pressing either OPTION 1 or 2 will return you to drawing mode.
|
|
|
|
2. Holding down PAUSE and pressing either OPTION 1 or OPTION 2 will
|
|
evolve your LIFEform frame-by-frame. Note that the OPTION button used
|
|
determines whether screen wrap is on or off.
|
|
|
|
3. Pressing BUTTON A sets one corner coordinate of a box that you can
|
|
draw. Pressing BUTTON A again sets the other corner coordinate of the
|
|
box. Anything within the box is now in your COPY BUFFER. You are now
|
|
in PASTE/ERASE MODE.
|
|
|
|
4. Holding down PAUSE and pressing BUTTON A takes you to the LIFEform
|
|
library, a screen full of goodies for you to put into your COPY BUFFER.
|
|
After selecting a LIFEform or group of LIFEforms, you will be in
|
|
PASTE/ERASE MODE.
|
|
|
|
5. In the LIFEform library, pressing PAUSE and BUTTON A again takes you
|
|
to your temporary buffer (see above). You can cut items from this
|
|
buffer to the main screen.
|
|
|
|
6. Holding down PAUSE and pressing BUTTON B takes you directly to
|
|
PASTE/ERASE MODE, using whatever was last put in your COPY BUFFER. If
|
|
you haven't yet selected anything, you may get garbage.
|
|
|
|
PASTE/ERASE MODE: Access PASTE/ERASE MODE either by holding PAUSE and
|
|
pressing BUTTON B while in DRAWING MODE, or by going to COPY MODE and
|
|
selecting LIFEforms from your screen or the library screen. You can tell
|
|
you are in PASTE/ERASE MODE because your joypad now controls whatever you
|
|
have in your COPY BUFFER. While in PASTE/ERASE MODE, your controls behave
|
|
as follows:
|
|
|
|
1. Pressing either OPTION 1 or OPTION 2 will return you to DRAWING MODE.
|
|
|
|
2. Pressing BUTTON A will allow you to paste your COPY BUFFER.
|
|
|
|
3. Pressing BUTTON B will allow you to erase using your COPY BUFFER.
|
|
|
|
4. Holding PAUSE and pressing BUTTON B will flip your COPY BUFFER any one
|
|
of eight possible ways.
|
|
|
|
5. Note that the screen cannot be flipped, but attempting to RESTART the
|
|
game will cause the screen to be cleared, and you will remain in the
|
|
PASTE/ERASE MODE.
|
|
|
|
6. Pressing PAUSE and BUTTON A will put you in COPY MODE.
|
|
DIR
|
|
|