117 lines
6.8 KiB
Plaintext
117 lines
6.8 KiB
Plaintext
EAST VS WEST: BERLIN 1948
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EAST VS. WEST: BERLIN 1948 is a graphic adventure written by Time Warp
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Software, published by Rainbow Arts, and distributed by Electronic Zoo, and
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it offers outstanding graphics, excellent animation, a knockout 15-minute
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introduction sequence (with voice-over and soundtrack on cassette),
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all-mouse control, save option, and copy protection. The basis of this
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review is the Atari ST version, for which you'll need 512K, a color
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monitor, and a 720K drive. BERLIN remains playable on STs with a 360K disk
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drive, but the introduction sequence and other graphics will be
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unavailable.
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BERLIN 1948 has excellent graphics and a slick (if anachronistic) story
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about an atom bomb and Cold War double agents, but the game suffers from an
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all-visual, all-mouse interface that'll drive you goofy, most during
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interaction with other characters: while everything in BERLIN is aimed at
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the eye, it's not necessarily intuitive, and a steep learning curve took
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away a some of the game's enjoyment. All is not lost, though, as we shall
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see, and you might find BERLIN worth your time and effort.
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The plot of BERLIN revolves around Colonel Harris, a double agent who, at
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some point during the Berlin airlift, smuggled an atom bomb into the city.
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As agent Sam Porter, it's your undercover job to find the bomb before it
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falls into the hands of Stalin. To accomplish this, you must roam the
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streets of Berlin, on foot or by taxi, enter buildings, talk to other
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characters, and follow the clues until you've unraveled the mystery and
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found the bomb.
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BERLIN is completely mouse-controlled and the ST screen display consists
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of a scrolling overhead view of the streets of Berlin, and, to the right of
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the action screen, an advertising pillar. On the streets with Sam are
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pedestrians, soldiers, jeeps, motorcycles, garbage trucks, and expensive
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cars that no doubt carry important diplomats. Click the mouse on any part
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of the screen and, barring obstacles, Sam will move there. When Sam reaches
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a screen edge, the next city block appears, and the signs on the
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advertising pillar reflect the current street and building numbers.
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Also on the advertising pillar is a clock; when selected, it can be used
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to "wait" in the current location: advance the clock by clicking the
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forward arrow and Sam will hang around for a while, though if anything
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important happens, the wait will end automatically. Save/load options are
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also available from the pillar, but only while Sam is outdoors.
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Move the pointer on to a building and a "description" bubble will appear;
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click on it and either your game guide or the taxi driver will describe the
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building. Indoor bubbles describe items. Click on Sam's head outdoors and
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you can see his inventory; click on his head indoors and you can use items
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in his inventory, such as money or black market valuables. Click on a
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description bubble containing a door icon and Sam will enter the building,
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where, since you will be in a room rather than on the street, the action
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display shrinks and the advertising pillar is deactivated.
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You can talk to a character by getting close and clicking on the
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character's head. A picture of Sam appears; click on it and you can give
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away money or cigarettes (big on the black market) or use other items. Move
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the pointer to the picture of the character and a "Talk" icon appears;
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click on it and the Talk bubbles appear, along with the most frustrating
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part of the game.
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In a Lucasfilm graphic adventure, MANIAC MANSION for example, clicking on
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nouns and verbs constructed sentences; in BERLIN, clicking on pictures and
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icons, of other characters, places, street names and addresses, and items,
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constructs questions, statements, and commands. The click moves the picture
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or item-icon from the Selection bubble to the Edit bubble; there, you
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select an ! for a command or a statement, or a ? for a question. Then you
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must click on the action arrow, which is in the Selection bubble rather
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than the Edit bubble, and wait. Eventually a reply will appear.
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The problem I encountered with this was that I wasn't always sure I'd
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selected those picture-icons that asked the question or made the statement
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I had in mind; worse, in many cases the reply was ambiguous enough to make
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me think I did even if I hadn't. Errant clicks de-construct sentences (an
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event sometimes indistinguishable from questions or commands so garbled
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they simply can't be understood by the program), or send you back to the
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street or room where the encounter began.
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The BERLIN 1948 package comes with two 360K/720K disks that are
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copy-protected, a trilingual instruction manual, a poster with a map of
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postwar Berlin on the back, and a cassette. The disks are jammed solid with
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compressed data: the introduction sequence is timed to load while the
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cassette plays; the game itself takes forever. Other than normal drive-head
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jumps from directory to file and back again, none of the thumps, bumps, and
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raspberries usually associated with the loading of compressed data were in
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evidence (somebody tell Psygnosis). As noted earlier, users with 360K
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drives will miss out on some of the graphics. Once the game is loaded,
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there is disk access but nothing horrible.
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BERLIN's introduction sequence is one of the most marvelous pieces of
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computer work I've ever seen on an ST. Onscreen, in a darkened theater,
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you'll watch an ancient postwar newsreel and listen to scratchy music and a
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zealous announcer on the cassette. When the newsreel ends, you'll see maps
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and photos onscreen, while on the cassette a Narrator tells the story
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behind BERLIN. Side two of the cassette comes into play later when,
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assuming you can find a hard-to-get entrance ticket, you can watch the
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weekly news broadcast at the local cinema.
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For the most part, BERLIN 1948 is an excellent piece of work. It looks
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great, moves along smoothly, has an intriguing story, and plays well.
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Character interaction could have been handled better and messing around
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with it casued much frustration; of course, with some work on your part it
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can be figured out: no doubt it's simple to understand but so far I haven't
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found the key. The map on the back of the poster matches up with the Berlin
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streets, though not to any scale: in the game the streets are much longer.
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The manual was apparently translated into English by Europeans; it's
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simultaneously amusing and confusing.
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If you can playtest BERLIN in order to see the interface you'll be
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dealing with, it'll be a big help in deciding if you should part with your
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money. If you can't playtest it, you might want to take a chance anyway:
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BERLIN 1948 is an excellent game, with the potential to be nearly as cool
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as CRASH GARRETT, but be prepared to spend time working on the interface.
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EAST VS WEST: BERLIN 1948 is published by Rainbow Arts and distributed by
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Electronic Zoo.
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