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35 KiB
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638 lines
35 KiB
Plaintext
Received: from decwrl.dec.com by s.ms.uky.edu id aa24913; 26 Apr 90 21:45 GMT
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Received: by decwrl.dec.com; id AA22117; Thu, 26 Apr 90 13:01:37 -0700
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Message-Id: <9004262001.AA22117@decwrl.dec.com>
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Received: by limbo; Thu, 26 Apr 90 11:05:04 pdt
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From: The Moderator <taylor%digital-games.Intuitive.Com@limbo.intuitive.com>
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Date: Thu, 26 Apr 90 11:04:51 PDT
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Subject: Digital Games Review Digest, #2
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Reply-To: Digital Games Review <digital-games@digital-games.intuitive.com>
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To: Digital Games Review Digest <digital-games@digital-games.intuitive.com>
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X-Mailer: fastmail [version 2.02]
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Digital Games Review Digest, Number 2
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Thursday, April 26th 1990
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Today's Topics:
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Atari 2600/7800: "California Games"
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Macintosh: "Welltris"
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GameBoy: "Malibu Beach Volleyball"
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"Penguin Wars VS", and "The Great Warrior SAGA"
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Lynx: "Gauntlet III"
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----------------------------------------------------------------------
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From: bradley@andromeda.rutgers.edu (Eugene Bradley)
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Subject: Atari 2600/7800: "California Games"
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Date: Fri, 6 Apr 90 17:05:52 EDT
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California Games was made in 1987 by Epyx (which is practically dead now).
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It can still be bought *in its original carton/shrink wrap* at most toy
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stores. It's retail cost is ~$19.95 (it depends on where you live and
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where you get it).
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When one first turns the game on w/ CG (which is what I will refer to
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California Games as), the song "Louie, Louie" is played along with
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the designers' (which I will tell you in a later posting, as I don't have
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the game on me right now) names.
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During the title sequence, if you press the game reset button or the controller
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button on the joystick, you will get a listing of names that are shorthand
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for the major sponsors you can play for. Examples are Santa Cruz Skateboards
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(listed as StCRUZ); Epyx (EPYX); Ocean Pacific (OP); Costa Del Mar Sunglasses
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(DELMAR); Spinjammer (SPINJM); Auzzie, a made-up surfboard company (AUZZIE);
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Casio (CASIO); and Kawasaki Jet Ski (JETSKI). It's possible to play any
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combination of software games from an average solitare game, up to 8 players.
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There's only one minor hitch: you can use *only* the left joystick. Diffi-
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culty switches will not matter in this game.
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Basically, CF is four games in one. These four games (listed in order) are
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footbag, skateboarding, BMX biking, and surfing. The highest score in any
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of these events wins the event. "Ribbons" are given for first, second, and
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third highest scores in each event, as well for overall performance (i.e.
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winner of an event gets 5 points toward overall score; 2nd in an event, 3
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points; 3rd in an event, 2 points; 4th-8th place, 0 points). You have 90
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seconds to finish your turn before moving on to the next player or event.
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Another quirk: you don't know *exactly* how much time you have to finish
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your turn (unlike CG for the Lynx) until your score starts to flash; at this
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point you have ~5 seconds remaining until the event ends.
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After one has selected the sponsor (you can only select one) to be played
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for, the first event, footbag, begins. The object of this event is to
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keep a "bag" (represented by a dot on the screen) in the air for as long
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as possible. You can move left and right by pointing your stick in that
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direction. Pressing the button causes the player to do a mini-jump; moving
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the stick up causes the player to jump ~0.5 inch higher than with the former
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jumping procedure. Depending on where the "bag" is, you can make the player
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do an outside kick, an inside kick, a knee lift, a toe-tap, or whatever
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else you can think of. If you want to turn around and do the same kicks,
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move the stick down. Every time the "bag" hits a part of the player's body
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(leg or knee), you will score points for that stunt, which is shown at the
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bottom of your screen (the lower numbers). The maximum you can score for
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points/stunt is 1000. If you drop the "bag", the points/stunt score reverts
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to 0. Your total score is shown just above the points/stunt score.
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The highest point otal that is displayed is 99,990 points. If you
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exceed that number, it won't reset to 0; your score just goes higher as it
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will be counted in the calculations for who gets what place when the event
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ends.
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At the end of footbag, the player(s) will start the next event: half pipe
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skateboarding. To win this event, you must score higher than your opponents
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by doing kick turns (using the feet to turn around *while on the pipe*),
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air turns (self-explanatory), and hand plants (grabbing the *edge* of the
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*pipe* with your hand and turning 360 degrees). The highest single score
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you can get is 990 points for doing a hand plant. The kick turns' point
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range is from 120-590 points while the air turns award from 600-710 points.
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You use the stick to do the air turns/kick turns and the button for the
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hand plants. If you're off on your timing, you will fall and you will be
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sent back to the top of the pipe where you started the event.
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Three things worth noting: if you're in the middle of a stunt *when time
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runs out*, its point value won't count. Also, if you're doing a hand plant
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at that time, you will spin *on one finger* and then fall. Naturally, the
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points won't count. Finally, if you go too high in the air, you will hit
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the top of the screen and fall.
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After you've fallen on your rear end several times in skateboarding, you
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will need what's left of it for the next event: BMX bike racing. The
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course is lined with trees, rocks, cow skulls, mud bogs, moss, and ramps.
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You go downhill all the way, hoping to score higher than your opponent(s).
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Pointing the stick right causes you to go faster while pointing it to the
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left puts on the brakes. Pressing on the button causes you to jump; doing
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this on a ramp causes you to jump higher. To score, you can either jump
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over trees, rocks, or skulls; or do stunts. Moving the stick up (to do
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a flip) or down (to do a "table top", meaning your bike frame is parallel to
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the ground) *and landing on both wheels* causes you to do these stunts;
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however, incorrect timing can cause you to crash. In this event, there is
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a timer that counts down from 30.0 seconds that is reset by going over or
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passing a certain flag. Also, there are bonus flags that are worth points
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(instant). Getting *all* the bonus flags gives you 4000 extra points;
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finishing *without crashing* gives you a 10,000 point bonus. At the finish,
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the time difference between each "time flag" is multiplied by 10 and added
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to your score, as well as any other bonus points that are due to you.
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After all that bruising in biking, you can relax in the final event: surfing.
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It's very simple: *don't "wipe out", meaning don't end up off your board
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in the water.* Points are scored by doing tricks with your board as well as
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turns in the air with your board above the water (unlike the Lynx, which
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allows multiple turns in the air, I have managed only *1* 360 degree turn).
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Just turning the stick in various directions allows you to do assorted tricks
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(e.g. weaving in/out of the wave) and score points. If you get enough
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speed, go in the air, do a half or full turn, and land *upright* with the
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board to get points. If you want to turn faster, hold down the button. You
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also score points just for staying on the board, but whatever you do, *don't*
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"wipe out"; it takes >= 5 seconds (a long delay considering you have 90 seconds
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to complete the event) to get the surfer back on the surf. If you "wipe out"
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with <= 5 seconds remaining, the computer will end your turn.
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Some other features that weren't mentioned (until now): in footbag, there
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is sometimes ~ a 0.5 second between the time the "bag" hits the ground and
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the computer resets the points/stunt counter to 0. If you're fast enough,
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you can "dig" the "bag" off the ground and have your points/second meter go up.
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This is especially important if you're in the middle of a high-score shootout,
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and your points/stunt counter is 1000. In surfing, when you start repeating
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stunts, the point value decreases a certain factor until you don't score
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anything for that stunt. Finally, in surfing, when your turn ends, you have
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to wait for the figure to "wipe out" before the next player's turn/end of
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the event.
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Ratings (from a scale of 0.0-100.0):
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SOUND. (88.7). Could have been higher if they put in "Wipeout" for
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surfing instead of "Louie, Louie." Instead of unknown music, they
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should have "California Dreaming" for the start of each event.
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Great digitized music for "Louie, Louie", however.
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EASE-OF-USE. (97.3). A lot of moves with the joystick/buttons for the
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various events, but easy to remember.
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PLAYABILITY. (99.0). Addicting element: get the highest score in each
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event possible. Not boring, except in > 2 player games (can only
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use *1* joystick, no simultaenous play)
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DOCUMENTATION (96.8). Often require reading twice in order to get the
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stick/button moves right. A nice feature is that it has a glossary
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of all terms of "Californese" (e.g. "Dude", "Bio", "like")
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GRAPHICS. (93.4). Good graphics for the player in the first 2 games (in
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footbag he looks like he is wearing sunglasses; in skateboarding he has
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a helmet) as well as the final game (wears shorts), but the low score
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was due to the one-dimensional design of the biker (like a shadow) in
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BMX biking. Also in BMX biking, if you play this game on a black-and-
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white set (which I did), you can't tell the moss from the mud bog (they
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both look dark)
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All in all, this game is pretty good. If you can't afford a Lynx, and have
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a 2600 or 7800 that is still working for you (and if you can find it), you
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might want to get California Games. Hey, dude, even if you, like, can't
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do quads and quints in surfing, man, it's worth it.
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Eugene
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------------------------------
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From: taylor@limbo.Intuitive.Com (Dave Taylor)
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Subject: Macintosh: "Welltris"
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Date: Fri Apr 20 11:11:55 PDT 1990
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I recently received the game "Welltris" - the supposed follow-on to
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the fantastically successful game "Tetris" - from Spectrum Holobyte
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and have had it around for a few weeks. I am quite a fan of Tetris,
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as is my girlfriend, and so we were quite enthused when the new game
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arrived, figuring that it had to be another winner.
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Oh well. Frankly, I think that Welltris is a very poor follow-on to
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Tetris, and after the first day of playing to figure out the subtleties
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of the game and what the heck was going on, we've tossed it into my
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games-we-don't-want-to-play closet. Why isn't it that good? Because
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it offers a more confusing interface including a poorly laid out
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keyboard (imagine this; you've a tetris-shape piece sliding down one
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wall of a four wall 'well'. you can use keys on the keyboard to rotate
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it or move it "clockwise" or "counterclockwise", but as soon as it hits
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the adjacent wall and wraps over the keys that you must use to control
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lateral motion CHANGE. Yech! Why not just '4' for clockwise and '6'
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for counterclockwise, which would be a heck of a lot more consistent!)
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The display itself, on my 8-bit-deep greyscale monitor, is also not
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only confusing, but rather unattractive too. Gone is the 3-dimensional
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feel of the original Tetris blocks, replaced instead with a flat 2D
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graphic (which is weird when you realize that we're talking about an
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update of the game from 2D to 3D!). Additionally, the display of
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"life in the Soviet Union" graphics on the right side of the screen
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is rather tedious; it was amusing and cute in the first game, but
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surely Alexey could have come up with a *new* idea...[or the people
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at SH who distribute the game could have...]
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Anyway, I'd strongly suggest that people check the game out in the
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store before they purchase it, and doubly so if you're a real Tetris
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fan.
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Dave Taylor
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------------------------------
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From: Dave Taylor <taylor@limbo.Intuitive.Com>
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Subject: Gameboy: Malibu Beach Volleyball
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Date: Mon, 23 Apr 90 9:41:44 PDT
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A month or so ago I had a chance to receive an evaluation cartridge of
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Malibu Beach Volleyball directly from Activision. It was interesting
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and fun, but not particularly thrilling; as with many of the sports
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titles on the GameBoy I had particular difficulty keeping track of
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where the ball was on the playing field (of course the worst example
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of that is Alleyway, where the 1-pixel dot of a ball is virtually
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impossible to track when moving quickly!!).
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The premise of the game is that you're in control of a two-player
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beach volleyball team and that you have to compete against three
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other teams of reasonably similar skills. The "league" is divided
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into men and women, and each league has four different countries
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represented; USA, Japan, Brazil and Italy. While the cartridge
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may have been from an American developer (Activision is based in
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the San Francisco area) the grapics in the game are nonetheless
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very reminiscent of anime', the popular Japanese style of graphic
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animation. Most noticable is the bikini-clad woman who acts as
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the announcer between sets and matches (indeed, there are an awful
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lot of little bikini clad women in this game! I guess the GameGirl
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version is the one with lots of buff dudes... ;-)
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There are two traits that teams are rated on in MBV: speed and spiking
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ability. Each team has a specific pair of ratings on these factors
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(detailed in the instruction booklet) and there are eight total teams
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(four mens and four womens teams; representing different countries
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is just a nice selection mechanism). As I recall, USA has the overall
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strongest teams, but Italy is often the easiest to start out as in the
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interest of getting the hang of the gameplay. Perhaps not surprisingly,
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the men's teams tend to be tougher to beat as they're faster and much
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better at spiking.
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One thing I never quite got wired was the jumping spike serve. To do
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this you need to go through almost more hoops than a solid swing in Golf!
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As I remember, you need to push the 'a' button to throw the serve up,
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push the 'b' button to jump, then, at *just the right moment* push the
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'b' button again to actually hit the ball. Ha! Instead, the serve
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that I found most aggressive was simply to go to one of the sides and
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run towards the center of the back court. As you hit the center point
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do a fast double 'b' serve down the midcourt line. Most of the teams
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dropped that serve about 50% of the time.
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Generally, I would have to say that this isn't a sterling example of
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what can be done with the GameBoy technology, though there are elements
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of the game that I enjoyed quite a bit.
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One feature that might well redeem Malibu Beach Volleyball quite a bit
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is the VideoLink hookup; it supports two player games where you're
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playing against them or where both of you are on the same side playing
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against other teams. The "both on the same side" option sounds like
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a great idea and we were sorry that we couldn't try it out, but we
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only had one game cartridge.
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I would recommend that you check this game out in the store for a
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few minutes before making your purchase decision, and also remember
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that perhaps too much of the game skills are learned, not automatic.
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I had a pretty good game after a few hours of playing, and after a
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week or so could consistently beat all the women's teams...
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After all, any game that says "bummer!" when you lose a match can't
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be all bad!
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Dave Taylor
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------------------------------
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From: leo@tds.lcs.mit.edu (John Leo)
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Subject: GameBoy: Penguin Wars VS, and The Great Warrior SAGA
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Date: Mon, 23 Apr 90 12:41:43 -0400
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Makaitoushi SAGA [The Great Warrior Saga] (Square) 3500 yen
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SAGA is the first role-playing game for the Gameboy. It's not out in
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the US yet, and I'm not sure when it's due (hopefully soon), but it
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came out last December in Japan to rave reviews and was the best
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selling game there in the weeks before DragonQuest IV's release. So I
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asked a friend visiting Tokyo to get me a copy, and he found one in
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Akihabara for 3000 yen (about $21). Now after about 3 weeks and 100
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hours of playing it I finally reached the end and want to write a
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review.
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In short, this game is fantastic, and in my opinion along with Super
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Mario Land is the best game yet available for the Gameboy. If you
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like RPGs and have a Gameboy you should really look forward to this
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one. Square is no novice at RPGs; they make for the Nintendo Famicom
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the second most popular (after DragonQuest, called Dragon Warrior in
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the US) series of RPGs in Japan, Final Fantasy (and in fact FF1 is due
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out for the NES this month). And Square has obviously spent a great
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deal of effort on this one, producing an extremely fun and exciting
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game.
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The game is huge--it's one meg, and as they didn't need to waste
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memory on detailed color graphics that means the world to explore is
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enormous and very rich. And in fact the graphics are really beautiful;
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stylized and taking full advantage of black-and-white. I'd say
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they're the best yet for the Gameboy. The music is also excellent,
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using stereo to good effect. Although some of the music repeats quite
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often and gets tiresome after a while, the main music changes as you
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progress and all the pieces are great.
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The original name "Makaitoushi SAGA" is a pun in Japanese, meaning
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roughly "Evil-world Fighter Saga," but the characters for "toushi"
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(fighter) are different, using the character for "tower." And indeed
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a tower is the centerpiece of the game. There are legends that a
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Garden of Paradise is at the top, so you and your fellow adventures
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decide to find out what's really there. So most of the game involves
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trying to go up this tower. On the way you visit interesting worlds
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in which you need to solve puzzles, discover things, and so on in
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order to proceed. There are also smaller areas along the way often
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added for humorous effect (and there's a lot of good humor in the
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game) such as places where people think they've already found
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paradise, or perhaps its opposite. There are literally hundreds of
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monsters and objects in the game, and much of the fun comes from
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exploring the world. At each of a major areas, a sort of mini-saga
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takes place, and it's very much like you're participating in a
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good story. In a sense then you're sort of prodded along a certain
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path, and one might wonder about free will. And it turns out free
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will itself is an important part of the overall story. There are also
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in this game more surprising moments than I can count...all very
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effective.
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This is the first RPG for the Gameboy, so there aren't any others to
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compare it to (although SELECTION (Kemco), a first-person perspective
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RPG, is out in Japan and due to come here soon), but I can compare it
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to a couple RPGs for the NES, one that I consider to be well-made
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(Dragon Warrior) and one not (Ultima). You may disagree, but this
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should still give an idea of where Saga lies. Basically it has a lot
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more in common with Dragon Warrior, and even surpasses that game in a
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sense. There are similar towns to visit where you can rest at inns,
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buy things, get information and so forth as in both DW and Ultima, and
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the graphics are closer to DW in their use of barriers and limited
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scrolling to prevent you from seeing things, rather than the ugly
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blacking-out done by Ultima.
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Ultima for me was an extremely tedious game, where you have
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to worry about four characters, their food, and whether they get
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poisoned or catch cold or whatever. Saga also has four characters, so
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I was worried about this, but tedium in this game has been reduced to
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the minimum. You choose one main character, and then get three others
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by visiting the Adventurer's Guild. In fact if these minor characters
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die you can just go back and get someone else instead of resurrecting
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them (although you can do that too). This is also good if you don't
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like the composition of your party and want to change it later. You
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can choose from humans, ESPers and monsters. Humans are your basic
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character; they can carry up to 8 items and use any weapons or armor.
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Strangely there is no experience point system, and money does indeed
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buy everything: you can increase your strength, agility and hit points
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by buying certain potions. Espers are perhaps the most interesting
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characters. They can only carry four items, but have up to four
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powers such as Telepathy or Psycho Blast, and although they can't wear
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armor or use certain weapons they are the only ones who can use magic
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books which tend to be the most powerful weapons (especially "Break"
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(turn to stone) and "Death," both of which kill monsters instantly
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unless they're resistant). Instead of using items to increase their
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strength, they get stronger by mutating randomly in the middle of
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combat, which is usually good but can be distressing when your
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favorite ability suddenly disappears.
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You can also choose a monster to be one of the characters, and these
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are exactly like the ones that you fight. They can't carry any items
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but have a combination of up to eight ways to attack, along with
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certain strengths and weaknesses (for example birds are unaffected by
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earthquakes). Monsters become stronger by eating the meat of enemies
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you defeat--they suddenly might change into another monster! This is
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a lot of fun, and you can learn about your enemies this way, but I
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found the monster to be almost always (unless they have some really
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nice ability like blood-sucking) the weakest member of the party. But
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as only the first member of the four is displayed when you walk it's
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||
fun to put the monster first as some of them have some interesting
|
||
ways of moving (there are other reasons to put the monster first, but
|
||
I won't discuss strategy here). I'd say a good choice for a party
|
||
would be two espers, a human and a monster; perhaps exchanging the
|
||
monster for another character later.
|
||
|
||
Combat was perhaps the most tedious and painful aspect of Ultima,
|
||
since most attacks affect only one monster, you can't change weapons,
|
||
and you can't run away. Fortunately combat in Saga is closer to DW
|
||
and very pleasant. You can attempt to run away at any point, change
|
||
weapons at any point (you can even back up if you make a mistake), and
|
||
everything goes by quickly and enjoyably. There are 8 different
|
||
scrolling speeds for the text; you can choose a slower speed when you
|
||
want to examine the kinds of attacks monsters have, and the faster
|
||
speeds when you just want to get it over with. It's possible to get
|
||
poisoned, blinded, put to sleep, turned to stone, and other terrible
|
||
fates, but this happens infrequently and cures are easily purchased
|
||
and can be brought with you. My favorite is the frying pan: if a
|
||
character gets confused, for example due to a monster singing, just
|
||
have someone hit him on the head and he'll be back to normal in no
|
||
time. Combat is semi-animated, so you can see the result of your
|
||
attack on the monsters. This isn't too exciting for things like
|
||
swords and bullets, but later when you start using lightening or
|
||
chainsaws it gets more interesting. Sound effects are really good.
|
||
|
||
There is a battery back-up, and you can save the game at any point,
|
||
not just at one place like in DW and Ultima. Unfortunately only one
|
||
game can be saved at a time. Be careful when you save the game as
|
||
well or you might get stuck. I found a sort of bug at the whirlpool
|
||
where the machine somehow let me leave my boat in the middle of it,
|
||
and I was stuck and had to start over again. It didn't take long to
|
||
get back to the same point and it was still surprisingly fun, but
|
||
despressing at first. Another problem is that occasionally text will
|
||
scroll by without stopping, which seems to have been done on purpose
|
||
at some of the more dramatic scenes. I suppose this would be less of
|
||
a problem if the text were in English, though.
|
||
|
||
There's so much more to be said about this game, but much of the fun
|
||
is in exploring it yourself. I will say that the last boss is really
|
||
really terrifying, and that the ending is excellent and well worth
|
||
getting to. And as I mentioned before playing Saga is like
|
||
participating in a well-written story, and just as one reads a good
|
||
book many times this game can be played again even after you win.
|
||
There's so much to it that there's a lot I didn't have time to explore
|
||
carefully, and some things I didn't figure out the first time, so I'm
|
||
really looking forward to playing again.
|
||
|
||
One last thing I'd like to mention is that if you've had at least two
|
||
years or so of Japanese I'd highly recommend getting the Japanese
|
||
version. I learned quite a lot of the language just by playing it,
|
||
although there were a few scenes I didn't fully understand. On the
|
||
other hand if you don't know Japanese definitely wait until the US
|
||
version comes out--this is one game where reading the rulebook
|
||
carefully and understanding the text in the game itself is essential.
|
||
|
||
Without a doubt, this game gets a 10 on the 1-10 scale.
|
||
|
||
* * *
|
||
|
||
Pengin-kun WARS VS. [Penguin Wars Vs.] (ASCII) 3090 yen (about $21)
|
||
|
||
I was in NYC last weekend, and my friend and I visited Yaohan Plaza in
|
||
nearby Edgewater, NJ (there's a shuttle bus that goes there from Port
|
||
Authority). One of the stores there is Pony Toy Go Round, which
|
||
happens to carry Famicom and Gameboy games at steep prices, as well as
|
||
the units themselves. Although the prices were high I decided since
|
||
I'd come all the way there I might as well get a game, and it came
|
||
down to Yakuman (Mah Jong by Nintendo) or Penguin Wars Vs. (not to be
|
||
confused with Sega's Penguin Land, which is also coming out for the
|
||
Gameboy). My girlfriend had thought the latter looked fun from an ad
|
||
in Famicom Tsushin (which is incidentally published by ASCII, the
|
||
maker of the game), so I decided to get that one. It was $33, and
|
||
luckily a great game, worth the price.
|
||
|
||
This is actually an old game. Here's the history according the rule
|
||
book (slightly edited): "In 1984 the game debuted in arcades. With
|
||
its cute characters and simple rules, it was also popular with girls.
|
||
After that, it appeared on the Famicom, MSX personal computer, and
|
||
others. In the Spring of 1989, "Pengin-kun WARS 2" appeared. Now,
|
||
the Gameboy version...." And the Gameboy is the perfect format for
|
||
this game. As mentioned the rules are very simple. The two players
|
||
are at opposite ends of a table, and each starts with five balls. You
|
||
throw balls to the other end and when 60 seconds are up whoever has
|
||
the least number of balls at his end wins. If you can get all 10
|
||
balls on your opponent's side before time is up you immediately win
|
||
and get lots of points for time remaining.
|
||
|
||
The game is sort of like dodgeball in that you want to hit your enemy
|
||
with a ball, which gives you points and knocks him out for a while.
|
||
Of course you want to avoid getting hit as well. You can only move
|
||
left to right behind the table, and only the A button is used: Hit it
|
||
once to grab a ball, and a second time to release. You can also hold
|
||
the button the second time to build up strength (your character will
|
||
begin to squeal) and then release a power shot which travels quickly
|
||
and knocks out the enemy for a long time if it hits him. However if
|
||
you hold the button too long you'll collapse from the effort.
|
||
|
||
You can choose from among five characters to play with: Penguin,
|
||
Rabbit, Cow, Bat and Mouse; you have to fight against the other
|
||
four to win. Each has his own strengths. The penguin is your average
|
||
guy. The rabbit is fairly quick but not too strong. The cow is the
|
||
opposite. Each has his own way of moving as well as celebrating or
|
||
crying, depending upon the outcome of a set. My favorite is the
|
||
mouse, who moves very fast but is extremely weak (and his balls roll
|
||
very slowly, so you may find a whole wall of them rolling toward
|
||
you!). If you're playing against him you can only see his tail except
|
||
when he throws a ball, and if you knock him out he disappears
|
||
completely, his location being given way by the alternating words
|
||
"HELP" and "GIVE UP". There are also four "obstacle" characters, one
|
||
of whom appears when the time remaining is 20 seconds. These guys
|
||
move around in the middle and can bounce your shots back if you're not
|
||
careful. They can also be a big help when you're knocked out.
|
||
|
||
Once someone wins two sets they win the match, and if you win the
|
||
match you get to go on to the next opponent; if you lose the game is
|
||
over. If you win both sets "perfectly," getting 10 balls on the
|
||
opponent's side, you get a bonus round with just you and an obstacle
|
||
character, and you can rack up lots of points. Once you defeat all
|
||
the characters you win the round and the game progresses to the next
|
||
one where the opponents are more skillful. I haven't made it past the
|
||
second round yet; these guys have some nasty tricks in that one! In
|
||
any case this doesn't appear to be a game with an ending--you keep
|
||
going until you finally lose.
|
||
|
||
Just like two-player Tetris, there's much more to the strategy of this
|
||
game than you'd guess at first, or even after several hours of
|
||
playing. You need to throw balls not only to get them to the other
|
||
side and knock your opponent out, but also to make him have to move a
|
||
lot and cross your line of fire. Of course if balls hit other balls
|
||
they start moving in more interesting ways, and balls moving mostly
|
||
side-to-side are the most dangerous as they can also roll around
|
||
behind the table and knock you out. You can be really vicious and
|
||
keep throwing power shots at your enemy when he's knocked out, and
|
||
believe me your enemies will do it to you if they get the chance. The
|
||
game can be played with 2 to 10 people via the game link; you use two
|
||
units so you have to take turns, but the machine sets up a tournament.
|
||
I hope to get a chance to try this as it promises to be even more
|
||
fun--lots of psyching out possible.
|
||
|
||
The game, as with many Japanese products, comes with a reply card, and
|
||
this is the first I've sent in. They asked what I thought of the
|
||
theme, graphics and music (the choices were: very satisfactory,
|
||
satisfactory, okay, and not satisfactory) and I gave all of them the
|
||
highest marks. The game is really fun to play and the graphics are of
|
||
the cute, stylized variety for which the Gameboy may be the last
|
||
bastion. The music and sounds are very good, and I especially like
|
||
the sound of the points being counted--very solid. However the sound
|
||
at the end of a set when someone wins is a bit too high-pitched for
|
||
me. The feel is for the most part really good, especially the
|
||
movement of the characters and balls, but I had some trouble with the
|
||
A button. It didn't always seem to work when I pressed it, and
|
||
repeatedly pressing it, which supposedly makes you get up faster when
|
||
you're knocked out, doesn't seem to have much of an effect.
|
||
|
||
This game might come out in the US soon, as although the instruction
|
||
book is in Japanese, everything in the game itself is in English (with
|
||
only some minor errors). You even have to enter names for the
|
||
two-player tournament in roman letters! But even if it doesn't come
|
||
out here for a while this would be a good Japanese game to get. I was
|
||
able to figure out most of it before even reading the rulebook (except
|
||
the power shots, which came as a big surprise when the opponents
|
||
started using them). And this is definitely a game you can play many
|
||
times, always figuring out new things to try. I recommend it, and
|
||
give it 8/10.
|
||
|
||
John Leo
|
||
|
||
------------------------------
|
||
|
||
From: grady@scam.Berkeley.EDU (Steven Grady)
|
||
Subject: Lynx: Gauntlet III
|
||
Date: 24 Apr 90 16:48:04 GMT
|
||
|
||
Here's a general GauntletIII review, not of specific features,
|
||
but of the game in general. Caveat: I never really liked Gauntlet
|
||
in the arcade, so those of you who enjoyed the arcade game may enjoy
|
||
the Lynx version just as much.
|
||
|
||
In my opinion, the game doesn't hold enough interest. It's fairly easy
|
||
to play (you're not likely to die as long as you are careful and keep
|
||
a Revive scroll handy if you get low on life points), but there are only
|
||
40 levels, so I suspect if you had the patience, you could win pretty
|
||
quickly. I played about an hour the day I got it (with friends), then
|
||
the next morning, I figured I'd play one game before going to work.
|
||
Well, I finally died 2 hours later, on level 26, with a couple revive
|
||
scrolls and 360,000 pts. Basically, I was getting bored and tired,
|
||
or I could have survived much longer, I believe. Frankly, I wasn't
|
||
too disappointed when I died (partly because I was missing lunch at
|
||
work).
|
||
|
||
On the good side, the levels are similar to Chips Challenge in that
|
||
some are puzzles to solve (find your way through a maze, figure out
|
||
how to escape without overloading your inventory with gold, etc).
|
||
Others are pure arcade action. There continue to be surprises as you
|
||
go down the levels.
|
||
|
||
I think the main positive aspect of the game is that it's a true
|
||
multi-player game. As someone mentioned, multiple players can't
|
||
explore different levels, but other than that everyone is independent.
|
||
There are some levels in which each player starts in a different place
|
||
(I believe there are specific places on which each player may start --
|
||
it's not completely random). If one player is doing something unusual,
|
||
like using the Farsee spell, it's interesting to see as another player.
|
||
Players can work together to defeat obstacles, or split up and each
|
||
grab lots of loot.
|
||
|
||
Unfortunately, I don't think that completely redeems the game. If
|
||
the game were more complex (in terms of number of levels, or difficulty
|
||
of levels), I would probably enjoy it more. I suspect that you're
|
||
supposed to provide greater challenge to yourself by choosing a
|
||
wimpier character (like the nerd).. I also am disappointed in the
|
||
fact that it seems other players interfere with each other more than
|
||
help each other. As I understand it, the arcade game was just the
|
||
opposite -- you _had_ to work together to survive.
|
||
|
||
Finally, I should say that I've only had it for four days, and I haven't
|
||
played it a whole lot during that time. But I guess I've been spoiled
|
||
by Chip's Challenge, which is a LOT of fun, and I've had it for
|
||
almost two months and I still haven't played all the levels (admittedly,
|
||
I sometimes let it sit for a week to give it a rest). Maybe there
|
||
will be some surprise, like when you complete level 40 it sends you
|
||
to another dungeon, but I don't think that's too likely.
|
||
|
||
I'll probably give it some more time, but if it continues to unimpress
|
||
me, I'll probably sell it to someone and wait impatiently for the next
|
||
Lynx game.
|
||
|
||
Steven
|
||
|
||
-------------------------------------
|
||
|
||
To join this group or have your reviews appear in the next issue, please
|
||
send electronic mail to Dave Taylor at the following address;
|
||
|
||
digital-games@digital-games.Intuitive.Com
|
||
|
||
We welcome reviews of games for any computer system, including the IBM
|
||
PC, Apple II and Macintosh, Atari, Nintendo Entertainment System, Atari
|
||
Lynx, Sega Genesis, Nintendo GameBoy, NEC TurboGrafix, Amiga and so on.
|
||
|
||
The views expressed in Digital Games Review Digest are those of the
|
||
individual authors only, and do not represent the views or opinions
|
||
of Intuitive Systems or any of our affiliates worldwide. The copyright
|
||
of each article is that of the original author, and the copyright of
|
||
the digest itself, as well as the name "Digital Games Review Digest"
|
||
are noted here.
|
||
|
||
*********************
|
||
End of Digital Games Review Digest
|
||
*********************
|
||
|