686 lines
33 KiB
Plaintext
686 lines
33 KiB
Plaintext
Received: from decwrl.dec.com by s.ms.uky.edu id aa17471; 16 May 90 19:03 GMT
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Received: by decwrl.dec.com; id AA27690; Wed, 16 May 90 11:08:27 -0700
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Message-Id: <9005161808.AA27690@decwrl.dec.com>
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Received: by limbo; Wed, 16 May 90 10:05:15 pdt
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From: The Moderator <taylor%digital-games.Intuitive.Com@limbo.intuitive.com>
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Date: Wed, 16 May 90 10:05:08 PDT
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Subject: Digital Games Review Digest, #3
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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 3
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Wednesday, May 16th 1990
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Today's Topics:
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Macintosh: "Omega"
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IBM PC: "Sorcerain"
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Genesis: "Forgotten Worlds"
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NES: "The Legend of Zelda"
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GameBoy: "Hyper Load Runner"
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GameBoy: "Bugs Bunny Crazy Castle"
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GameBoy: "Heiankyo Alien" and "QBillion"
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----------------------------------------------------------------------
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From: taylor@limbo.Intuitive.Com (Dave Taylor)
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Subject: Macintosh: "Omega"
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Date: Thu May 3 11:05:28 PDT 1990
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Omega -- CyberTank Engineering for Fun
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(C) Copyright 1990, Dave Taylor
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"Good Morning. As a new member of the Organization for Strategic Intelligence,
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your first assignment is to use the neural cybertank design and simulation
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system on your computer to help us create an unbeatable cyber, or automated
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tank."
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"We recognize that this might be a challenging task, so we are making available
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to you the 200 page CyberTank Engineer's Notebook document for your reading, as
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well as many other items of information and sample cybertanks for your
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education."
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"Since our vetting process revealed to us that you have an Apple Macintosh
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computer, we have arranged for a copy of the OMEGA Mac Cybertank simulation to
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arrive with this recording. Characterized by an easy to use interface and a
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complete implementation of the Cybertank "AI" programming language, it should
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prove more than sufficient to get you well on the way to some tough and powerful
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cybertanks."
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"To further aid you in understanding, attached please find OSI Report
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00234-BA-O/3, Common Questions and Answers About Omega."
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"Message Ends."
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Official OSI Report 00234-BA-O/3 DELTA-4 Classification
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Common Questions and Answers About OMEGA
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Q: What is OMEGA?
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A: A sophisticated and well engineered high tech tank programming and
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simulation program. Based on the original CoreWars program as created in
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the late 1960's, OMEGA is for those of you that like games that are more
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thinking and exploration exercises than hand-eye coordination tests.
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Q: What's a CyberTank?
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A: A cybertank consists of the following elements; a chassis, including armor,
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weaponry, and similar, and a tank AI module, which is the 'brains' of the tank.
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When designing a tank, you can choose from a great number of different weaponry,
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engine, and armor options, relative to your credit level (which is a function of
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how well the tanks you design perform in combat simulation or "validation") and
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then are expected to spend most of your time designing the program that "runs"
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the tank.
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Q: Cybertank AI module?
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A: Let's look at an incredibly simple example:
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START
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DO SEARCH
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DO DESTROY
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BRANCH TO START
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That gives us a very simple tank that can move around until it finds something
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worth shooting at (an enemy tank or the enemy headquarters), at which point it
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will sit and shoot until dead or the target is destroyed. In the actual
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simulation, however, you'll want more sophisticated tanks than that, like the
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competition-winning AI module attached below. Note its use of scanning and
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identification of obstacles to improve the sophistication of the movement
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and attack sequences too.
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Q: What does the simulator look like?
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A: Well, we can't include graphics here, but the display is typical of
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the types of graphics one sees in a PC game ported to the Macintosh.
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A typical display has lots of buttons, dials, and status indicators,
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including, during cyber evaluation time, the following items:
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F = Fuel Remaining,
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I = Internal Damage,
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A = Armor Damage,
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T = Tread Damage,
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S = Scanner Damage,
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W = Weapon Damage,
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SL = Scanner Lock,
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DS = Defense Shield,
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LD = Listener Disengaged,
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T = Total number of battles to be simulated,
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B = Battles previously fought,
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S = number of successful battles,
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R = number of active Cybertanks remaining.
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Q: Do I need a security clearance?
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A: To enter the Organization for Strategic Intelligence you will have to submit
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to a retina scan to verify your identity, and thereafter that, coupled with your
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self-selected password, will be sufficient to allow you to enter the simulation.
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Q: Is the game fun?
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A: Something this serious should hardly be considered a game, per se, but
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for the purposes of this document, yes, it is fun, and it's the kind of game
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that a group of people could get enthused about and swap tank designs and
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such, pitting them against each other in various simulated environments.
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Q: What does the reviewer think of it?
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A: (excerpts from a classified review)
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"...of the many thinking games I have for my Macintosh, OMEGA is one of the
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finest, allowing my friends and I to compete for best tank design in a such a
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way that we don't have to be all in th same room (with a stack of computers) at
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the same time, but can still have lots of fun anyway."
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"...quite playable, with the graphics - non-Mac and clearly a direct translation
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from MS-DOS P being very slick. The amount of effort that has been put into the
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documentation also makes the CyberTank Engineering Notebook quite enjoyable
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reading."
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Q: Nothing bad?
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A: (excerpts from a classified review)
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"... on the down side, it's a bit confusing to take all the steps needed to go
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from a tank design to being able to create a simulation and have the tank a part
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of the simulation."
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"...as usual, the game only uses a Plus-size screen image, so if you have a
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larger display as I do, you're stuck with it all in the top left corner.
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Support for larger screens would be especially nice during combat simulation."
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00234-BA-O/3 ENDS
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Attachment 1:
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* CyberTank AI Module Listing by Steve Cantrell, Origin Systems
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Start
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scanface = 1
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Scan
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if scanface = 8 then Circle
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scan for tank
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if tank found then Attack
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rotate right 1
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scanface = scanface + 1
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goto Scan
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Circle
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scan for tank
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if tank found then Attack
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rotate right 2
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do Movetank
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goto Start
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Attack
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align tank
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Looper
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scan for tank
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if tank not found then Start
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if tank within range then Boom
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if enemydist 5 then do Movetank
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goto Looper
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Boom
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fire at tank
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fire at tank
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goto Looper
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Movetank
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detect at tank direction
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if not obstructed then Go
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if obstacletype = 2 then Go
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if obstacletype 6 then Attack
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if obstacletype = 6 then Turn
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fire at obstruction
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goto Movetank
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Turn
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turn right 3
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goto Movetank
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Go
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move forward 1
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resume
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[ Ed. Note: the previous review was originally written for "Computer Currents" ]
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------------------------------
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From: nancy@mips.com (Nancy Louie)
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Subject: GameBoy: "Hyper Load Runner"
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Date: Thu, 3 May 90 14:10:13 PDT
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Hyper Load Runner from Bandai America is based on many ealier versions of
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Load Runner, including the successful Broderbund PC/Mac game. For the
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GameBoy, there are 50 levels in the game, 16 of which can be accessed
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without a password. However, even with this number of puzzles, the game
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has proven to be very much a disappointment compared to other versions
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that I've played.
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The basis of the game is that you are a miner in a maze of brick and stone
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platforms, each connected by numerous ladders, and you're trying to collect
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piles of gold. When you've collected all the gold available on a particular
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level a magic ladder will appear to let you ascend to the next level. Along
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the way, you run into a number of robot-like droids that follow you and can
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even carry a pile of gold. If they run into you, they kill you. However,
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to slow them down (and to get them to release the gold that they might be
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carrying) you can dig holes into the brick platforms. By pressing the `A'
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key you can dig a hole to the left, and the `B' key digs to the right.
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Once they fall into the hole, you can walk over them to continue on your
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search for gold, also picking up the gold that they had on them. Be careful
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though, because the holes eventually fill, and unlike the droids, if you
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fall in, you're not able to climb out, killing yourself. If, however, your
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timing is good, you can kill the droids, thus hindering them as they are
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reincarnated somewhere else on the level.
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One of the most disappointing things is the tedium and frustration associated
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with the game. Rather than starting the game out with a somewhat easy level
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to let you get used to the themes and controls, the first level is something
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that I think would be more appropriate as level ten; it took three of us a
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good few days to puzzle through how to solve it, and then another day to get
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the timing right and succeed! Even level two should be rated more like level
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fifteen. Many of the levels require very precise timing in order to get out
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of spots where the gold is tucked away in hard to reach spots. It requires
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going over the same area numerous times in order to clear a column of bricks
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and have them reform in a certain order so that you can get back out.
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On the bright side, the droids are pretty stupid and will follow you just
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about anywhere. The only place that I haven't seen them follow is when
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you're in the difficult corners trying to clear the bricks in a particular
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order. This comes in handy in the higher levels where you can use them to
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bridge deep holes to get to the gold on the other side of the screen.
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During play, only a portion of the screen is available for viewing, however
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a nice feature that has been added is you can press START to pause the game,
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then press SELECT to get a miniaturized overview of the entire whole level.
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Since it's paused, you can stare at it for as long as you'd like...which
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gives you a good idea of what you're up against.
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Level sixteen is a challenge in itself, as it appears to be comprised of
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multiple screens. Once you clear the first level of the gold and get the
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key at the top to go through the door, there is another screen that you're
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put into. Clearing this level puts you into yet another screen to clear. By
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the time I got to this screen, I was too bored of the game to continue further
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for the day.
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Overall, I wouldn't rate this game very high. Rather than offering a high
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enjoyment factor, it seems to specialize in frustration and aggravation.
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Definitely try this one out at a store before purchasing, making sure to
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try out numerous levels. It's very questionable as to whether we'll be
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picking this one up to play with again.
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Probably a two or three out of ten.
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------------------------------
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From: echuang@cory.Berkeley.EDU (Ernest Y. Chuang)
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Subject: IBM PC: "Sorcerain"
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Date: Tue, 8 May 90 16:03:38 PDT
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Sorcerian is part RPG and part puzzle. Actually, it's mostly a puzzle.
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It's similar to most RPG's in that you create a party of characters (you can
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take up to four on an adventure) and take them on an adventure, looking for
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monsters and treasure while trying to solve a quest. There are 15 different
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scenarios to choose from, each with its own maze and storyline.
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Characters are limited in certain ways. You can only choose from four
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"classes/races": Dwarf, Fighter, Wizard, and Elf. Dwarves are considered
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as a type of fighter and Elves are considered as a type of wizard. You can
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also choose to be male or female. The classes aren't as individualized as
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I would like. The only difference seems to be in the starting ability
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scores and in what equipment the characters can use. Wizards and Elves have
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no innate spell casting ability. All spells are imbued in magic items which
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are found during adventures. Hence any class can cast magic as long as
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their intelligence is high enough; the only difference is that Dwarves and
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Fighters use magical swords, armor, and shields, whereas Wizards and Elves
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use magical rods, staves, robes, and rings. Both kinds of items are found
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in equal proportions in adventures and are similar in power, so there is
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really no overwhelming advantage for Wizards/Elves in terms of magic besides
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a higher starting intelligence.
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Similarly, fighting is not limited to Dwarves/Fighters. Any class of
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character with sufficient strength can swing a weapon, be it a sword or
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staff. Dwarves/Fighters simply start with a higher strength score.
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The magic system is rather unusual. Items can be enchanted with "units" of
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Mars, Mercury, Jupiter, Moon, Sun, Venus, or Saturn, one "planet" for each
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of the 7 ability scores (for simplicity I'm using the term "planet" to
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include the Sun and Moon). While wielding magic items, the total units
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of each "planet" enchanted into your equipment will raise your corresponding
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ability scores by the same amount. Also each combination of 2 or more
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planets corresponds to a unique magic spell which the item will allow you
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to cast. So there are about 120 or so different spells to choose from
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(although admittedly a lot of the offensive spells do pretty much the same
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thing with just a different name).
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While not adventuring, your character can go to town where he has the option
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of doing a variety of activities such as visiting the magician to enchant
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another "planet" to one of your items, seeing the town elder to identify
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unknown magic items, visiting the king the raise your level, visiting the
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temple for healing, etc... You can even visit the town musician if you
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just want to hear the repertoire of music used in the game. Characters
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can also take jobs while not adventuring - different jobs will raise or lower
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different ablility scores. Time is important in Sorceria, characters will
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age a year at the end of every adventure and will eventually die of old age.
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Sorcerian is different from most other RPG's (i.e. Curse of the Azure Bonds,
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Might and Magic, Bard's Tale, etc...) in that it is made into more of an
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"arcade" game. Each character appears as a small half-inch icon on the
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screen and you use joystick/KB to make them run around the screen, up stairs,
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through doors, and explore rooms. You'll actually see your characters
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shooting fireballs, summoning lightning bolts from the sky, and other magic
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effects. A lot of the spells look alike though and they're not all too
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exciting.
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The reason I say it's mostly a puzzle is that combat is mostly a joke.
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Fighting consists of holding down a button (or two buttons if you're using
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magic) - your characters will swing a weapon up and down and if there are
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any monsters in front of you they will disappear if you hit them enough
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times. No fighting technique is necessary at all. Experience from fighting
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the run-of-the-mill wandering monster is very little. Most of the experience
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points come from killing the "main" monster of each scenario and completing
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the quest. For this reason, fighting is kind of pointless.
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The main goal is to explore the dungeons, find items, talk to people who may
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give you hints, and complete various tasks in the proper order to allow you
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to progress toward solving the quest. Each scenario has a different
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storyline, and most of the quests were fairly interesting. One gripe,
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however, is that a lot of them forced you to do a lot of pointless running
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back and forth through the dungeon (for instance - Minor Spoiler - in one
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scenario you need four or five batches of a white powder in a certain
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part of the dungeon but the source of powder is at the opposite end of the
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dungeon. You can only carry one batch at a time, so you have to keep
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running cross-country to get some stupid powder). I felt that this simply
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added needless tedium to the game without adding any interest. The scenarios
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vary in length, taking anywhere from maybe 30 minutes to 2 hours to solve for
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the first time, but once you've finished a scenario once and learned where
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you need to go and in what order, you can solve it again in 5 to 30 minutes
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(depending on the scenario).
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The design quality is very good. Graphics are excellent, requiring EGA
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or better, 512K, and is compatible with sound boards -- throughout game play
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there is always one of nearly 60 music themes running in the background.
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I played the game with an Ad Lib music card; most of the music helped add
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to the game's enjoyment, but some themes were a bit dull and unimaginative.
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The game was slightly "buggy" - or if some "bugs" were intentional, then I
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question how carefully the designers thought this out. For instance you
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can buy anything from the town equipment shop for 9 gold pieces and sell it
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back at the end of an adventure for a LOT more (e.g. you can sell back a robe
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for more than 1100 GP -- not too shabby...). Also, enchanting a magic item
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at the town magician doesn't always give you the "planet" you asked for,
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sometimes you even get a planet removed.
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Overall, I found the game very enjoyable the first time through, but once
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you've solved all of the quests, there's not much reason to play it over and
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over again since it's the same every time.
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Ernest Chuang
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echuang@cory.berkeley.edu
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------------------------------
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From: c60c-2cz@web-3g.berkeley.edu (Teh Kao Yang)
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Subject: Genesis: "Forgotten Worlds"
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Date: Thu, 26 Apr 90 10:03:36 PDT
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Forgotten Worlds: This is probably my favorite arcade game. However
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the game lost a lot of its appeal in the Genesis version. The music is
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still awesome, the graphics identical to the arcade. However what
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killed the game for me was that they got rid off a lot of the monsters
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that were in the original arcade: they got rid of a boss monster and
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maybe even an entire level or two. They also really skimped on some of
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the neat stuff..mostly graphics wise. What made the arcade version so
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great was that there were so many different critters coming at you at
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the same time and so much variety and detail that it just blows your
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mind.
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The Genesis version seems too short and not as exciting. Also after
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finishing it you don't really feel like doing it over again. If you
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never played the arcade, you will probably still enjoy the Genesis version.
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If you have, you will probably be disappointed. It is also too easy in the
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2-player mode (with contines), but ridiculously hard without continues.
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Playability : 4.5
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Graphics : 9.5
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Music : 9
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Overall : 7
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TehKao
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------------------------------
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From: Bard <24945863@WSUVM1.BITNET>
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Subject: NES: "The Legend of Zelda"
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Date: Thu, 10 May 90 13:48:52 PLT
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There's a reason this game is a classic. Not only does it contain
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perhaps the classic quest (saving a damsel in distress), it contains
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superb execution and smooth playing.
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As a player, your task is to guide the diminutive Link in his
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quest to rescue a princess and kill her captor, the evil Gannon.
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During the course of your adventure, you explore the 128 screens
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of the Overworld, and experience the nine dungeons. There are
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monsters to fight, and people to meet in every corner of this
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well thought-out fantasy land. The greatest challenge lies in
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finding the objects and information needed to finish the game.
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Before the confrontation with Gannon, it is necessary to gather
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the eight pieces of the Triforce. Each fragment is hidden at the
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farthest reaches of the first eight dungeons and is guarded by a
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ferocious monster. Some monsters can only be killed by a specific
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weapon hitting them in a specific spot several times. That's what
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stopped me at the end of the fourth dungeon, nothing I did to the
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dragon seemed to hurt it. Fortunately, after a posting to Games-l,
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several people offered advice on how to kill the blasted thing, and
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now it rests in pieces, slain by my sword.
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My search for the items needed to reach the Tri-force fragments
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has taken me to all corners of the Overworld, looking for people
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giving away(or selling) information. The game is complex, even
|
||
master gamers can expect to sink quite a bit of time into playing.
|
||
Others, like myself, can find a game dragging on for months as playing
|
||
time is scheduled around classes, work, and sleep(I recently started
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a new game in my attempt to finish the quest, and things are going
|
||
much faster). The save game and continue options are a literal
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||
Godsend.
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For the more technical aspects, play control is excellent, though
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||
a little fussy at times. I've found playing with a joystick is easier
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||
than playing with the controllers that come with the NES base. In
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||
terms of game design, theme, and execution, Zelda gets high marks.
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Like good adventure games, Zelda mixes arcade action(fighting monsters)
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with a unifying quest that gives the game a point beyond seeing how
|
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many Blooger Beings from the Planet Zarkon a person can blow up in
|
||
one session. Since Zelda was one of the first NES games, the graphics
|
||
are not as detailed as say, the graphics in Contra. But, in my opinion
|
||
that does not detract from the game itself. And, for those who thought
|
||
the quest was over, try starting a new game, using the name 'Zelda'.
|
||
|
||
Rating: **** +
|
||
|
||
Stephanie Manke
|
||
24945863@WSUVM1.BITNET
|
||
|
||
------------------------------
|
||
|
||
From: Dave Taylor <taylor@limbo.Intuitive.Com>
|
||
Subject: GameBoy: Bugs Bunny Crazy Castle
|
||
Date: Tue, 15 May 90 2:18:46 PDT
|
||
|
||
Upon waking up this morning, we, Bugs Bunny Esquire, find that our
|
||
dearest Honey Bunny, bunny girl friend and general pal, has been
|
||
kidnapped and dragged through to the further reaches of the dreaded
|
||
Crazy Castle. Not being a rabbit that shuns our familial duty, we
|
||
promptly dash to the front door and bang on it until it swings open
|
||
to reveal...
|
||
|
||
"Bugs Bunny Crazy Castle", for the Nintendo Gameboy. Distributed by
|
||
Kemco-Seika Corporation, this game is one of the first for the GB
|
||
that uses easily recognizable non-Nintendo characters. Indeed, it
|
||
represents one of the first licenses of the popular Warner Brothers
|
||
cartoon characters Bugs Bunny (who is celebrating his 50th birthday
|
||
this year), Wiley Coyote, Daffy Duck, Sylvester and Yosemite Sam.
|
||
|
||
The premise of the game is common to many other video games, and
|
||
thankfully not based on real life; your girlfriend has been kidnapped
|
||
and to rescue her, you need to fight through bad guys and puzzles to
|
||
get through the game. At the end, hopefully, you'll be reunited with
|
||
her and live happily ever after.
|
||
|
||
Bugs is a real-time puzzle game (e.g. things keep moving and if you
|
||
turn away you'll get caught) where you move around on each horizontally
|
||
and vertically scrolling area to collect all the carrots. Problem is,
|
||
there are a lot of rascals around (all the other Warner characters, each
|
||
of which tends to have a different level of intelligence in their
|
||
movement (or so it seems!)) and you need to evade them while you're
|
||
zipping about collecting carrots. There is no time limit on any of
|
||
the levels and completion of each level results in another password
|
||
which can move you directly to that level again when you resume the
|
||
game later.
|
||
|
||
Being a tough bunny, Bugs can easily jump off of platforms and land many
|
||
floors below him (of course, the pesky rascals are just as tough and can
|
||
also survive the falls...) and indeed each level is made up of a variety
|
||
of ladders (which you can either climb or walk past), steps (which you're
|
||
forced to walk up/down), pipes (which you pop into and then travel through
|
||
to wherever it lets you out -- often offscreen and with lots of rascals
|
||
hanging around the exit!) and elevators which take you from level to level
|
||
like stairs, but with the ability to pass rascals en transit. In fact,
|
||
a crucial realization in the game is that you can actually ooze past bad
|
||
guys while moving along a tube or in an elevator without them attacking
|
||
you there. Since each character in a pipe causes the pipe to distend
|
||
just a little bit, it makes for some amusing graphics when you're, say,
|
||
moving from right to left and you see another distortion travelling
|
||
towards you, through you, and past you! Of course, it also spells big
|
||
trouble when you notice one zipping along right behind you!
|
||
|
||
The game has 80 different levels of varying complexity, and indeed I
|
||
think that they did a good job of gradually building up to some of the
|
||
more difficult and time consuming levels. On the down side, though, I
|
||
remain confused over the fact that the booklet 1. says that there are
|
||
only 60 levels (and the GamePro review claims 58 levels!) (maybe the
|
||
rest are magic bonus levels?!) and 2. talks about "no carrot" signs
|
||
that are bad news to touch, but *never showed up* in the entire game
|
||
when we played it! Since they're supposed to warp you to bonus levels,
|
||
it's rather disappointing that they seem to be missing.
|
||
|
||
Perhaps the greatest disappointment in the entire game was solving the
|
||
final puzzle and, instead of getting a happy reunion of Bugs and Honey
|
||
Bunny, we simply are treated to the legend "Congraturation! [sic] You
|
||
are Good Player". Bah! The end graphic movie in Super Mario Land is
|
||
incredibly better and definitely worth the effort to get to it!!
|
||
|
||
Overall, though, even with the loser endgame and the lack of "no carrot"
|
||
signs, this is still a fun and amusing puzzle game, with the added appeal
|
||
of the popular Warner characters. One other down side; it's addictive
|
||
and pretty easy, all in all, so it might not take you more than a week or
|
||
two to complete the game (Ric B. says he did it in 5 hours, and Nancy L.
|
||
in about 8...it took me a week or so) so it might be a good purchase for
|
||
a group of friends to pass along to each other after solving all of the
|
||
levels...In any case check it out!
|
||
|
||
Graphics: 7 of 10
|
||
End Game: 0 of 10
|
||
Music: 8 of 10
|
||
Fun Level: 9 of 10
|
||
|
||
Overall Rating: 8 of 10
|
||
-- Dave Taylor
|
||
|
||
------------------------------
|
||
|
||
From: Dave Taylor <taylor@limbo.intuitive.com>
|
||
Subject: GameBoy: "Heiankyo Alien" and "QBillion"
|
||
Date: Tue, 15 May 90 15:02:30 PDT
|
||
|
||
Two new games that we've gotten within the last week that are quite cool
|
||
are "Heiankyo Alien" and "Q Billion", from Meldac and Seta, respectively.
|
||
They're both puzzle games, though quite different from each other, and
|
||
both seem engrossing. So far Heiankyo is my favorite of the two, and
|
||
Q Billion is my SO's favorite...
|
||
|
||
The premise of Heiankyo is kind of similar to both Lode Runner and Boomer's
|
||
Adventures in Asmik Land (which we *also* have now!) in the sense that you
|
||
are placed on an edge constrained level and must kill the roaming monsters
|
||
through digging holes (using "A") and then filling the holes in (with "B")
|
||
when the aliens fall into them. Lode Runner, however, has the further goal
|
||
of collecting all the gold dust (and solving the timing-critical (actually,
|
||
I think I'd rather say timing-pain-in-the-arse) puzzles of how to get to them)
|
||
while many of the bad guys continue to be regenerated, and Boomer has the
|
||
goal of finding the key that will allow you to get to the next level, as
|
||
well as the added wrinkle of hidden (buried) loot and goodies. In Heiankyo
|
||
Alien, however, all you need to do to advance to the next level is get rid
|
||
of all the bad guys on the current level. Problem is, the borders of the
|
||
level you're on aren't constant -- there are buildings that appear to waver
|
||
in and out of existance over the course of a 5-20 second cycle, and of course
|
||
when they're not around the aliens (and you) can zip through where they
|
||
were...
|
||
|
||
What's most interesting about Heiankyo is that the cartridge actually
|
||
contains two completely different implementations of the "aliens overrunning
|
||
the town" puzzle; the so-called "OLD" game has what I could only describe
|
||
as early-1970's style block graphics, with much less appeal, yet a much
|
||
higher degree of challenge (for example, in the old, or classic, game, if
|
||
you're in the middle of digging a hole and an alien hits it, it simply
|
||
vanishes, but in the new game partially dug holes will detain the alien
|
||
for a period). When aliens are flaiing about in a hole, as with Boomer,
|
||
another alien coming along will help it out, so you need to be very
|
||
careful of what's going on around you on the screen!
|
||
|
||
Retrospectively, Heiankyo Alien seems like a subset of Boomer, but
|
||
somehow, having both of them, I find Heiankyo more enjoyable, perhaps
|
||
because there is less complexity to worry about; you simply scurry
|
||
about and try to kill the evil aliens. No confusion about finding keys,
|
||
worrying about which weapon you're holding, or anything of that nature.
|
||
Another plus with Heiankyo Alien is that it's a very well produced
|
||
game; not only are the graphics and audio slick (with the obvious caveat
|
||
that the old game looks like a veritable video antique) but between
|
||
certain levels scrolls roll out and little shows are played out on the
|
||
screen. I figure that as the game progresses that the shows will
|
||
improve to the point of being quite interesting in a few hundred
|
||
thousand points!
|
||
|
||
My top score to date on this game is approximately 55000 in the new
|
||
game, and, uh, about half that in the old game, which is much harder.
|
||
One thing that I really like about the old game, when I'm in a sufficiently
|
||
masochistic mood, is that if you don't kill the aliens in a certain amount
|
||
of time, the game will suddenly go into double speed with lots more aliens
|
||
popping on the screen. That's really amazing; it all becomes a blur and
|
||
you basically just cross your fingers and dig like mad! Quite fun.
|
||
|
||
Q Billion, on the other hand, is a more sedate puzzle game vaguely in
|
||
the same vein as Ishido, if anyone is familiar with that (btw: Nexoft
|
||
people tell me that Ishido will be on the GameBoy within a few months!!)
|
||
In Q Billion you're Mr. Mouse and your presented with progressively
|
||
difficult stacks of different height tiles. The rules are simple enough
|
||
in the game; you can push a tile off if you're adjacent to it on a pile
|
||
that is one tile lower in height. Tiles with patterns on them (like a
|
||
star, circle, or square) can be removed by pushing them around until
|
||
you form one of a number of different four-tile patterns.
|
||
|
||
Again, this game is broken into two parts, the first being straight, no
|
||
time limit puzzles. In this mode there are, I believe, 120 different
|
||
levels and, very worthy of note, the first level or two has an actual
|
||
on-screen tutorial presented, which will quickly teach you some of the
|
||
basic moves required to solve the harder puzzles (like if you've a
|
||
3-stack, a 2-stack, and a bunch of 1's, you can move the ones around
|
||
so that you create a 1 high "pathway" to move the '2' along until it's
|
||
adjacent to the 3-stack, at which point you can hop on it and push the
|
||
3-stack down to a 2-stack, and then to 1 stacks). I think that the
|
||
addition of this tutorial is a fantastic innovation and I strongly
|
||
encourage other game developers to check it out!!
|
||
|
||
In the 'b' game things get more complex, since you now have much more
|
||
complex puzzle setups, the addition of a 100 second timer to solve
|
||
them, *and* you have a premise for solving them too; you're playing
|
||
a giant game of tic-tac-toe against the computer (or a videolinked
|
||
friend) and to win a square in the board, you need to solve the
|
||
puzzle it presents in the time limit given. This is very tough!!
|
||
|
||
One thing about the QBillion interface that I've found quite
|
||
confusing is that the designers overloaded the "B" key so that it
|
||
means "take away this set of blocks" and "undo my last move". I
|
||
seem to continually get into spots where I end up doing my moves
|
||
over and over again because I accidentally press the "B" key at
|
||
critical moments.
|
||
|
||
In Summary
|
||
|
||
If you're into puzzle games, then I recommend both of these highly;
|
||
in different ways they're both engrossing and enjoyable, and I
|
||
certainly expect both carts to get a lot of use in my house!
|
||
|
||
QBillion:
|
||
Graphics: 6 (though the mouse animation is cute)
|
||
Sound: 4
|
||
Playability: 6 (the double meaning of the 'b' key is quite confusing)
|
||
Fun Factor: 8
|
||
Overall: 7
|
||
|
||
Heiankyo Alien:
|
||
Graphics: 8 (even the old game is kinda nostalgic...)
|
||
Sound: 9 (very catchy theme tune while playing)
|
||
Playability: 7
|
||
Fun Factor: 8
|
||
Overall: 8
|
||
|
||
-- Dave Taylor
|
||
Intuitive Systems
|
||
Mountain View, California
|
||
|
||
taylor@limbo.intuitive.com or {uunet!}{decwrl,apple}!limbo!taylor
|
||
|
||
-------------------------------------
|
||
|
||
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 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
|
||
*********************
|
||
|