122 lines
7.7 KiB
Plaintext
122 lines
7.7 KiB
Plaintext
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IVAN "IRONMAN" STEWART'S SUPER OFF-ROAD
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Based on the sport of stadium off-road racing, IVAN "IRONMAN" STEWART'S SUPER
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OFF-ROAD never purports to be a simulation. Rather, it is a direct adaptation of
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the fast-paced, multi-player coin-op game of the same name. Virgin
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Mastertronic's translation of the title to the home computer screen is one of
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the best in recent memory. But, as we've seen in the past, gameplay aspects that
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are related to coinage (i.e., game "continues") introduce some difficult, and
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occasionally critical, decisions into the translation process. (This review is
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based on the IBM-PC version.)
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As with previous coin-op conversions, Virgin chose to keep the interface as
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close to that of the original stand-up game as possible. The program opens in a
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full demo mode, waiting for the players to hit their respective "start" keys in
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order to enter the game. Once activated, you're asked to provide your initials
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and birthdate, followed by your choice of a nationality to represent. Then it's
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off to the races.
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The heart of the program, the racing itself, is _very_ close indeed to that of
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the coin-op version. The track is presented from an elevated, third-person
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perspective, and is quite effective at conveying all the action without becoming
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confusing. There are four trucks competing with one another, three of which may
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be controlled by human players. The fourth, a gray truck, is driven by the
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game's namesake, the "Ironman" himself.
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There are no preliminaries. The race begins almost immediately, and lasts for
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four laps. The players are obviously racing against each other, but the real
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threat in the game is the computer car of Ivan Stewart. If any player is
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_behind_ Stewart (or any other computer car, if fewer than three humans are
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playing) when the race ends, that player loses a credit. Since a player begins
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with only three credits, and can receive no more during the course of play,
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staying ahead of the computer becomes a crucial concern.
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Throughout the race, two kinds of objects may appear on the track at random
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locations. One is a nitro unit that can be used for brief spurts of
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acceleration. The other is a money bag containing a random dollar value that
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will be added to the winnings of that player after the race. Control of the
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trucks is best handled by the keyboard, but if a third player is present, he or
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she must use a joystick. The controls are simple enough, with keys for left,
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right, throttle, and nitro. No brakes are necessary, because letting up on the
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throttle slows the truck down very quickly. The trucks drive in a fairly
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convincing manner, bouncing around and over mounds of dirt, diving into
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potholes, even launching over (and occasionally into) water pits. It's great fun
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to watch _and_ to play.
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The end of a race is followed by the podium screen, displaying the top three
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finishers, their winnings for that race, and their best and average lap times
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for the race. Also shown at the top of the screen is the best lap for any driver
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in that race, along with the all-time record (and the holder's initials) for
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that track.
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Players are then presented with the "Speed Shop" screen, allowing them to spend
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their winnings on parts to improve the performance of their respective trucks.
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Tires, shocks, acceleration, and top speed, in addition to the aforementioned
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nitro units, can be had for various prices. Each of these items, with the
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exception of nitro, has five levels of performance, so it can be quite costly to
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"max-out" a truck. Players may also trade in credits for $200,000 of cash,
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although this is handled in a _very_ annoying manner. The trade-in is triggered
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whenever you attempt to purchase an item that costs more than you have. There is
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_no_ confirmation, and it's far too easy to accidentally overspend.
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After all players have made their selections, it's off to the next track on the
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circuit for more thrills and spills. There are eight tracks total, each of which
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is run both clockwise and counter-clockwise from one race to the next. Each
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player's winnings are tracked, regardless of how they're spent on parts, and the
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high score chart is based on these earnings. So the name of the game is
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longevity, but the computer-controlled Ivan Stewart becomes progressively more
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difficult to beat as the game goes on, and some of the later tracks are
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exceptionally difficult.
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The careful reader will have noticed by now that this review concentrates on
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the multi-player aspect quite a bit, and with good reason. The coin-op version
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was intended for multi-player competition and that's where the real fun
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occurred. This is even more true with the home computer version. The reason lies
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in gameplay balance: The home version plays much longer before the computer cars
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become challenging to the single player. With even one other person, however,
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this game is _never_ boring.
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But it is precisely this mode, multi-player, that harbors the greatest flaw in
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the game. Once you have run out of credits, you're out of the game. Your car is
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then controlled by the computer while the remaining players finish their games.
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There is _no_ way for an ejected player to get back into the game until everyone
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else has finished and a new game is begun. It would've been so simple to just
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allow players to re-enter the game with a zero score, but retain their parts
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purchases. This is a typical problem with adaptations of coin-op games. In this
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case, the coin-op version allowed you to continue pumping in coinage as long as
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you wished. Virgin chose to set a fixed number of credits at the beginning of
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the game, and simply eject a player after those credits are used. Even in the
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coin-op game, if the player didn't continue, another could come along and jump
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in at any time with a new car (without parts enhancements). It's just bad design
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to expect persons of varying skill levels to start up a game, and then have the
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less skilled players sit around half the time waiting for others to finish up.
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It's a mystery why Virgin chose to approach this game element as they did, but
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it's a serious detractor from an otherwise near-flawless translation.
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SUPER OFF-ROAD requires 512K of RAM and supports CGA, EGA, Tandy, and VGA
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graphics. A joystick and game card is necessary for three-player competition,
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but two players can go against each other with keyboard alone. The VGA graphics
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are full 256-color, and render the tracks beautifully. 16-color EGA graphics are
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satisfactory, but it's clear that more effort went into the 256-color screens,
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since VGA is becoming so widespread. The only gameplay problem posed by the CGA
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graphics is that the "power-up" items that appear on the track are somewhat
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difficult to discern. The program adjusts for different CPU speeds, so it plays
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at virtually the same speed on an AT-level 8MHz 286 as on a 386/33 -- and 8 MHz
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is plenty fast for this game. Sound board support is provided for the AdLib
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card, though it consists primarily of some rather carnival-like background music
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during races, which adds virtually nothing to gameplay. There is no
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copy-protection whatsoever -- either on-disk or off -- a factor worthy of
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praise.
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Regardless of the multi-player drawback, there's just one word to describe IVAN
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"IRONMAN" STEWART'S SUPER OFF-ROAD, and that is "fun!" Even for the more serious
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gamer, it can serve as a relaxing and entertaining diversion. And if you loved
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the coin-op game, there's no reason not to bring this one into your home. It
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shows that a good adaptation can indeed retain the flavor of the original,
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despite reduced graphic and sound capabilities.
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IVAN "IRONMAN" STEWART'S SUPER OFF-ROAD is published and distributed by Virgin
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Mastertronic.
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DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253 |