136 lines
8.7 KiB
Plaintext
136 lines
8.7 KiB
Plaintext
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TEST DRIVE III
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THE DUEL: TEST DRIVE II has the distinction of being the most popular computer
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driving game ever published. It offered challenging gameplay, good graphics for
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its time, and lots of sheer fun and enjoyment. So it's only natural that
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Accolade, the publisher of the first two games, would want to continue the
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tradition by updating the program to current technological standards. (This
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review is based on the IBM-PC version.)
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The concept is simple enough: Take the basic premise of the original games
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(i.e., driving exotic cars at unsafe speeds on public roads), offer 256-color
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VGA graphics, full support for most sound boards, and a true 3-D polygon-fill
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game world complete with varying weather conditions. It all sounds terrific, but
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something got lost in the execution.
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The IBM-PC version of TD III requires the following: PC, XT, AT, Tandy 1000,
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3000, or 4000; VGA, EGA, MCGA, or Tandy 16-color; and 640K of RAM. A clock speed
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of 8MHz or faster is recommended. There is sound support for AdLib, CMS, Tandy
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3-Voice, Roland MT-32, LAPC-1, and Soundblaster. Copy protection uses a code
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wheel. For this review, I played on a 286 at 20MHz with VGA, and Roland and
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AdLib sound cards. It should be strongly emphasized that the EGA graphics are
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quite poor by today's standards. The digitized images used for the car interiors
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(as well as the selection screens) are stored in VGA format only. When displayed
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in EGA, the program calculates the images from the VGA format, and the result is
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much less than satisfactory.
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At the main menu, the player may select one of three available cars: the
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Lamborghini Diablo, Pininfarina Mythos, or Chevrolet CERV III. The selection
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process includes some nicely digitized images of the vehicles, as well as basic
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performance specs. Different courses can also be selected, although only one
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(Pacific to Yosemite) is included with the original program. Accolade plans to
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sell data disks of cars and courses in the same manner that they did with TD II,
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although it's important to note that data disks from TD II will _not_ work with
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TD III. Finally, nine skill levels may be chosen, each introducing more severe
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penalties for bad driving, as well as increasing the skill of the computer
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opponents. In the same step, the player is asked to choose to race against the
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clock, the two computer opponents, or against as many as three human opponents.
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Human competitors must take turns driving the course, while the computer
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opponents race with you, wheel to wheel.
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Then it's off to the open road. There are a lot of options while driving, such
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as three different musical tracks in the background, automatic wheel centering,
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sound effects and engine sounds, as well as three "visibility distance" settings
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that increase game speed on slower CPUs. The cockpits of all cars are digitized,
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though they have so little texture that the 16-color cockpits in TD II are
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probably superior; more retouching was in order here. The three-dimensional
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polygon filled graphics that make up the game world, however, are rendered quite
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nicely. There are bridges, tunnels, railroad crossings, dams, lighthouses, etc.
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It is complete and effective.
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The course is divided into five sections that are driven in sequence. Each
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section, however, has multiple routes that lead from point A to point B. As you
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might expect, some are shorter but more difficult to negotiate, while others are
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longer but allow higher speeds. One of the nicest features here is that TD III
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actually times and scores each route differently, and keeps records for the
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different routes in each section. There are still police patrols to contend
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with, and even inclement weather from time to time. Nighttime, rain, fog, and
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snow all occur, though they have little or no impact on gameplay (that I can
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detect). While this is disappointing, the graphical effect of each of the
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conditions is quite good.
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Most all of the preceding seems to imply an impressive, engaging driving
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simulation in TD III. Alas, that's not the case, for one issue is yet to be
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addressed: playability. TD III fails miserably because it is unplayable. All of
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the beautiful graphics and game structure are wasted because of two critical
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factors in the game design that were botched: specifically, the control method
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and the time base.
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All control, including joystick, is digital. If that weren't bad enough, and it
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is, it may just be the poorest digital control I've had the displeasure of
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using. It is frustratingly difficult to keep the cars on the tarmac at even
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reasonable speeds.
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Even worse, TD III does not run in real time; it's based on CPU clock cycles.
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This type of design is common in arcade-style games that don't attempt to
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accurately portray real world events. In simulations, however, it's of critical
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importance that all movement within the game world occur at consistent rates of
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speed, regardless of CPU cycles. The only way to accomplish this is to base all
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movement on real time, or at least some percentage of real time, because it is
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constant. Once this is done, the speed of the CPU only alters the frame rate, or
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the frequency of screen updates in a given time. The reason this is such a
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critical issue, aside from sheer realism, is that in a polygon-fill game world,
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the number of polygons that must be drawn at any given point can change
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radically. If the program is not based on real time, the entire speed of the
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game changes according to the world detail from moment to moment. Aside from
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feeling totally disjointed and unrealistic, this can render a game unplayable on
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high-speed CPUs, because the reaction time may become unreasonable when fewer
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polygons are being manipulated. Such is the case with TD III. Even on a 20MHz
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286, the program runs about 1.75 to 2 times faster than real time. When played
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at 8MHz, it's much, much slower than real time. The end result is that the game
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is a great deal easier to play on slower machines. In fact, my experience
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resulted in course times being reduced by half when playing at 8MHz as opposed
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to 20Mhz. However, as you might guess, playing at 8MHz is anything _but_ the
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exhilarating experience this game promises.
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There are a number of less severe gameplay problems as well, not the least of
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which is the sound support. The music is the typically mediocre pap, but the
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sound effects are truly horrible. After having taken some heat for only offering
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musical support in recent releases, Accolade has countered by including sound
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effect support, but it still doesn't seem to care enough to do it properly. The
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Roland sound is particularly disappointing, considering its capabilities. There
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are other problems: Computer opponents can drive through objects, such as
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trains, and occasionally other cars; mountainous areas have sections of road
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that just drop out of your sight because the pitch (longitudinal rotation) of
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the car doesn't change to match the angle of the road surface; collisions with
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other cars or being stopped for speeding often result in several subsequent
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collisions while trying to dislodge yourself from the scene; the instant replay
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feature is hardly worth mentioning because of its limited features and clumsy
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interface; the cars spin right up to their top speed without any trouble
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whatsoever, in direct contrast to the realistic engine modelling in TD II. The
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list goes on, but why bother? These aren't the factors that destroy the game,
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but they are a good indicator of the overall sloppiness with which much of TD
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III was programmed.
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In short, there is very little to recommend TD III. As was stated up front, the
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concepts are solid. That much is even more apparent after having played it. But
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a simulation must meet a few basic requirements: It must be fair, it must be
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fun, and it must be challenging. TD III meets none of these, unless you consider
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challenge and frustration to be one in the same. It's just a shame that Accolade
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was seemingly unwilling to go the distance on this one.
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In closing, I wish to note that the designers of TEST DRIVE I AND II,
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Distinctive Software, were not responsible for this incarnation of the TEST
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DRIVE series. I certainly don't wish to inadvertently tarnish their reputation.
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For whatever reasons, Accolade chose to hand TD III over to Tom Loughry, the
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designer of STEEL THUNDER and GUNBOAT, both relatively undistinguished and
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widely criticized games. It's one of the best examples in recent memory of just
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how little a role most publishers play in the quality of software, and how great
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a role the design team plays -- this despite the fact that most consumers still
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purchase games based on the publisher's reputation.
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TEST DRIVE III is published and distributed by Accolade.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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