213 lines
11 KiB
Plaintext
213 lines
11 KiB
Plaintext
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ALIEN FIRES
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I first saw ALIEN FIRES running on an Amiga at the Summer '87 CES
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(Consumer Electronics Show). I stood transfixed for several minutes
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by the beautiful graphics, the digitized rock 'n' roll soundtrack,
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and the funny questions and answers that came snarling from the
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voice synthesizer. Cautiously, I approached the (equally
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transfixed) young man who was giving the demo. "Will ALIEN FIRES
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ever be ported to the Atari ST?" (Dare I hope?)
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"Sure will," he replied, "in a couple of months. Around August." It
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was June and I thought this wasn't such a terribly long time to
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wait. But because I'm in the software development business, I knew
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there'd be a couple of months' worth of unanticipated debugging. I
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started watching for ALIEN FIRES in October.
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Christmas arrived and departed, followed by several other
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holidays, and still no ALIEN FIRES. In the meantime, Amiga players
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were leaving questions about it in Gamers' Forum and no one could
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help them. Where was the long awaited port? (Sounds of ST disk
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shuffling.) Ah, here it is.
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ALIEN FIRES, written by Jeff Simpson and Sky Matthews of Jagware,
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involves locating and thwarting a deranged scientist who is running
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even more amok than usual: He's developed a time portal that
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threatens to obliterate the universe as we know it. You create your
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"time lord" by distributing 99 points among seven statistics, such
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as Marksmanship, Tracking, and Diplomacy. After creating this time
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lord, you give it a name, and soon afterward, a decent burial. If
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you thought character survival was tough in BARD'S TALE, you've not
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seen the half of it! At least in BARD'S TALE, you had five other
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characters upon whom you could depend or blame your defeat. Not so
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in ALIEN FIRES: It's you and nobody else.
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Well, almost nobody else. During your exploration of the Octo Space
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Station, you'll have an opportunity to meet (ad nauseam) various
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characters whom you may question in hopes of deriving valuable
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information. When you first meet an alien, the screen is cleared and
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a beautiful "painting" of the alien appears until you press the
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space bar or click the mouse button. Then, the normal room is
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redrawn and a gray outline of the alien is displayed. (Ditto for any
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items you encounter.)
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Of the six-odd (take that any way you wish) characters I met, none
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had anything to say that was even remotely worth hearing. Nor did
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any impart their information upon my initial "Hello." I had to
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question them over and over, zeroing in on key words and phrases
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before they'd give forth. Half of the time, my reference to what
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seemed like a key word produced a response reminiscent of Gabe
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Kotter's "sweathogs."
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It goes without saying that the nifty voice synthesizer is totally
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absent from the ST port. No problem. We're all used to reading and
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typing. What grinds on the nerves is the terrible looping of the
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music soundtrack. The boot-up screen's musical background is very
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well done. Although it's repetitive, you can't detect the loop in
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the music no matter how hard you listen. Enjoy it. The rest of the
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looping sounds like a record with a skip in it. I'm still looking
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for a way to turn the music off without muting the volume. Overall,
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the best sound effects occur during the death sequence; you'll get
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to hear these a lot.
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ALIEN FIRES' locale is huge. I've only explored levels one and two
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of the colony -- not very thoroughly -- and have become totally
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lost, turned around, and confused every step of the way. As far as I
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can tell, the game is thoroughly unmappable. The majority of the
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rooms are not square; rather, they're octagonal, oval, round,
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triangular, and dodecahedral without any parallel lines. To make
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matters even more frustrating, merely entering a room won't
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necessarily render everything visible. You'll have to walk all the
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way up to every wall surface before an item will be revealed to
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you.
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Speaking of entering rooms, every time you do so, there's disk
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access. It occurs when you encounter an alien, and each time you
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bump into the same alien (which happens frequently, because aliens
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move around a lot). Before music is heard, there's disk access.
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Access takes place when you find an item, when you look at an item,
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and when you pick up an item. In other words, there's a LOT of disk
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access. I played the game on a 520 ST, and I understand that 1040 ST
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and Mega ST users fare no better, although the instruction pamphlet
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does mention that a RAM disk may be used to store some of the game
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data. Hard disk storage is also supported.
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ALIEN FIRES comes on three single-sided 3-1/2" diskettes. The
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no-frills packaging includes an Atari ST-specific instruction
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pamphlet and a ten-page player's guide.
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ALIEN FIRES is, without a doubt, a very difficult game to play and
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master. I wouldn't recommend it to novice role-playing gamers;
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however, I would recommend it to those of you who have successfully
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tackled one or more of the BARD'S TALE games. Aggravations aside,
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it's the ultimate in computer role-playing game challenges.
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AMIGA VERSION NOTES
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ALIEN FIRES is an Amiga-original science fiction game. Its first
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release last summer was met with some disappointment because of a
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few obvious problems in game play. Several of the problems were
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corrected in an updated version, but there are still many obstacles
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that can block a player's path to gaming enjoyment.
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The game comes on two disks and is copy-protected using a
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disk-based scheme. For Amiga owners who have more than 512K of RAM,
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the included reference card suggests that some of the files from the
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second disk be copied into RAM to cut down on disk access. Now,
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that's fine, except the files take a while to copy, and then the
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program must be started from CLI: The reference card neglects to
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mention how to start the game once the files are in RAM.
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I found the three-dimensional graphics confusing. It's hard to
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determine where you've moved in relation to your last step.
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Therefore, mapping is difficult, if not impossible. The graphics
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also slow down the movement of your character; you can easily lose
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patience while attempting to navigate the various levels.
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When you encounter another character, the program uses a
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combination of speech synthesis and text to communicate his message
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to you. The speech synthesis (in standard Amiga voice) is all but
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unintelligible. Paragon Software added the text after the first
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release in order to help clear up the confusion. But why use speech
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at all if it can't be understood? This is obviously a case of
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incorporating a useless hardware feature to try to sell a game.
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The music in the program is very good, but it becomes extremely
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repetitive after the second or third attempt at the game. This,
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again, is a game "feature" included only to make superficial use of
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the machine's hardware. It doesn't add anything to the game and, in
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fact, it's quite irritating.
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Overall, I can recommend ALIEN FIRES only to those gamers who are
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hard-core science fiction role-playing fans; this is the one group
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who'll be able to look past the myriad of problems. Inside ALIEN
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FIRES, there is a very good game struggling to break out. But the
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number of people willing to work hard enough to find it is
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indeterminate; the average gamer will become discouraged (it's
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difficult to survive even the first dangerous encounter) and will
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move on to something else. Try this one before you buy.
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IBM VERSION NOTES
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While ALIEN FIRES is no less frustrating on the IBM than on the ST
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or the Amiga, a measure of thought has obviously gone into the
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port. FIRES makes excellent use of the IBM and provides exceptional
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graphics, good music and sound effects, and several nice menu
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options that may be peculiar to the IBM version.
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ALIEN FIRES comes on three 5-1/4" disks and two 3-1/2" disks (both
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in the same package). The game requires 512K and a CGA; it also
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supports EGA in grand style. Because the graphics are so detailed,
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the disk arrangement is a bit strange, but convenient -- especially
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for hard disk users. On the 5-1/4" disks, one is devoted to the
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program, one to the CGA graphics, and one to the EGA graphics.
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Therefore, it's only necessary to install one of the two graphics
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disks -- either EGA or CGA. With the 3-1/2" disks, the program is
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contained its entirety on each of the disks: one in EGA and one in
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CGA. This eliminates the need for any disk-flipping.
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The program comes without any kind of copy protection, making
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backup or hard disk installation a breeze. Saving a game in progress
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requires an additional disk (unless you're using a hard drive). One
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flaw is that you cannot restore a saved game except after booting.
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This means that if you die, you'll have to exit the program and
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reboot if you want to return to a previous position. On the other
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hand, you are given several lives in the game; it's not always
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necessary to start over from an earlier game.
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Several improvements over the ST and Amiga versions are contained
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in a text file on the disk. Be sure to print this file and keep it
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with your manual. One of the improvements is a "jump-frame" key.
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Because the graphics are intense, the animation can sometimes be
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annoyingly slow. Using the jump-frame key, you can skip the
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in-between frames; this speeds up the gameplay significantly. I ran
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FIRES from a hard drive and used a CPU speed of 7.14 MHz, and even
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with these advantages, the animation was still a bit poky; the
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jump-frame key made movement a lot easier.
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Another addition is an overhead map view of your current location,
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with a pointer showing the direction you're facing. This makes
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navigation quite a bit simpler, as you might imagine.
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The EGA graphics are terrific -- colorful, unusual, and plentiful.
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In CGA, they're naturally less impressive. The program uses the
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yellow-red-green-black combination for the CGA graphics (and for
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some of the EGA graphics as well). The CGA graphics are also
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displayed in the opening of the EGA version; this is disconcerting.
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Most of the commands (and a decent help menu) are accessible from
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the function keys. ALIEN FIRES doesn't support a mouse or a
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joystick, so the screen is less cluttered with icons than in other
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versions. My complaints are few. The opening sequence is
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interminable and cannot be bypassed. The special "extended music"
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driver -- despite its fancy name, I detected no difference in the
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overall quality of the music -- stays resident even after you've
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quit the game. Several times the music played on and on despite the
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fact that I had exited the game and booted my word processor!
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Although it's harder than usual to become accustomed to ALIEN
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FIRES, its very dissimilarity to other CRPGs renders it intriguing,
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and the changes implemented in the IBM version make the game
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decently user-friendly. I concur with Ken Hill's "try before you
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buy" caveat, however.
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ALIEN FIRES is published by Paragon Software Corporation and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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