91 lines
5.9 KiB
Plaintext
91 lines
5.9 KiB
Plaintext
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JONES IN THE FAST LANE
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JONES IN THE FAST LANE is a computerized boardgame from Sierra On-Line. Unlike
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previous boardgames, JONES lets you set your own goals and gives you much more
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control over the play of the game. While JONES does depend somewhat on chance,
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there are no dice to throw and no cards to draw. Instead, you choose where you
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want to go and what you want to do, limited only by the amount of "time" left
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for each turn. (This review is based on the IBM-PC version.)
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Each of the players (there's a maximum of four) starts out with a low-rent
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apartment and $200. Of course, everyone must quickly find a job (at the
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employment office) in order to keep up with the other players. If, for some
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unknown reason, there are no openings for entry-level positions, you can fall so
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far behind that it's nearly impossible to catch up. Unfortunately, this happens
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much too often, so a good portion of the game depends on the first week of play.
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After finding work, players can then go to their jobs, the local university, or
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to any of the stores. Travelling from location to location runs the clock at the
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bottom of the screen forward, as does working and studying. Once all of the time
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has ticked away, that player's turn is over. (You're still allowed to shop at
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your current location after time is up.) Players continue with the game until
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someone reaches his or her pre-set goals of money, happiness, education, and
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career. Naturally, the higher the goals, the longer the game will last. Each
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player may also stipulate that different goals serve as a handicap when
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competing against newcomers.
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Of course, as in real life, the economy of JONES's world changes from turn to
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turn. Prices and wages fluctuate, and there is the occasional period of
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inflation or recession. Players may also lose their jobs or receive pay cuts.
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The game offers an investment broker (located inside the bank) for people who
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want to make a few dollars or keep up with inflation, and a lottery for the
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desperate or greedy. If players find themselves in sticky situations, the ever
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convenient "distant relative" is always there to bail them out. Players also
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have to buy their game egos new clothes, in case the old ones wear out or a new
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job requires a better image. And, of course, everyone has to eat and pay rent.
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Regardless of the goals set, there's still a basic pattern to the game: Get a
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job, work, go to school, get a promotion, work some more, buy a few luxury
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items, etc. Still, depending on the players' goals and the economic conditions
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in the town, they might win with a job at Monolith burgers and a trade school
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degree -- or they might need to set their standards a bit higher. As long as the
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goals are different, each game is fairly unique.
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Still, when people start playing the longest game possible, there is little
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variance in what's needed to win. Unfortunately, this is JONES's biggest flaw:
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The game can become predictable. Even the variable economy doesn't help enough:
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Inflation slows down gameplay, but it doesn't affect the basic goals. Players
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should definitely avoid setting goals at the highest level, and they should try
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to alter the main goal from game to game. However, the four goals are fairly
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interrelated: It takes a good education to get a good job; you need a good job
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to make enough money; you need money to buy luxury items to make you happy; and
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so on. This equation forces the game further into the same monotonous patterns,
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since it effectively limits you in the number of possible settings.
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Otherwise, JONES is impressive. The various characters add spice with their
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(usually) humorous remarks, and the mouse-controlled interface is quite nice.
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For the most part, gameplay is smooth. However, in an effort to make the game
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totally mouse-driven, Sierra introduced an annoying flaw: In the investment
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broker's office, you have to click once on "buy" or "sell" for every stock or
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other item you want to trade. If you decide to buy into penny stocks, you
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usually end up spending a long time clicking on the appropriate box. There is no
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way to speed up this process, and the only solution is to generally stick with
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high-priced investments. Jones, the computer-controlled player, does not seem to
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realize how frustrating this problem can be, and often spends minutes trading in
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penny stocks. At times, I felt like resetting the computer just to get out of
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the game. Fortunately, Jones rarely buys into stocks.
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JONES comes in two versions for the IBM: a 16-color EGA edition (on low-density
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5-1/4" disks), and a 256-color VGA/MCGA edition (on a single high-density 5-1/4"
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disk). Both also include low-density 3-1/2" diskettes in the same package. As
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with most other recent Sierra games, JONES supports the AdLib, Soundblaster,
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Roland MT-32 (or LAPC-1 card), and IBM or Tandy internal speakers. JONES also
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features digitized and animated characters (usually photographs of real people).
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Both the graphics and sound meet Sierra's impressive standards. The only copy
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protection in JONES is one of those little messages about how copying software
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hurts legitimate users. If you're someone who can be put on a guilt trip fairly
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easily, the protection is impossible to break. Otherwise, there is none.
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JONES IN THE FAST LANE is innovative in the strategy it injects into a
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boardgame. Because the computer is not a very exciting opponent (although at the
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highest level it is a tough one), JONES is better suited for human vs. human
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interaction. Not many people have a chance to play "party" games very often; for
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them, JONES will most likely remain different and interesting. But it is not the
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kind of game I'd recommend loading whenever a friend comes over to look at your
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computer. As long as you don't play the game too frequently, JONES should prove
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entertaining for a good while. However, if you expect to get hundreds of hours
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of enjoyment from this game, you probably should look elsewhere.
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JONES IN THE FAST LANE is published and distributed by Sierra On-Line.
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