The Masters Series by Stephen Upton 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 In some respects, the "Masters" series below is aptly named: for it is the Master and you the slave in a terrifying Computer Aided Bondage nightmare, where you are tied down with an unwieldy interface and slowly tortured by primitive programming until your vision blurs to the point where ultra-low res chunky graphics seem ok, and your reflexes dulled to the point of matching the sluggish response times from the computer... Stable Masters Publishers: ESP Provided by: Don Quixote Rating 20% A horse racing/training game. For those afficiendos of the genre, you'll probably love it despite the shonky programming and the complete lack of polish, as its simplicity (lack) of design lends well to easy (boring) game play. You start with 4 horses and up to 4 players. Your horses come in different sizes (Sprinter, Middle Distance, Stayer) with different staminas and speed factors. Training consists of selecting Speed, Normal or Stamina training for the horse, and a severity factor: Rest, Light, Med, Heavy. The horses condition, performance and fitness all change as result of training. Horse races come and go, the big races are shown on a schedule, and you have $10,000 that says you can't make money at this game. I found the best tactic was racing your horses together at the start in a Gallop (not a race, just a relative performance over a user-specified distance at your own track), dropping the lousy ones and then training the better ones (threw Stayers away as most big prize races are 7,8 etc Furlongs, not the full-distance 1m 2f). Auctions are around to both buy and sell horses. Unproven horses go cheap, proven racers - with handicaps etc intact - are more expensive. The race track is what you'd expect, you enter your horse into the days races, if any, select a jockey (different costs/% of winnings) and give him his tactics, and then bet on any of the day's three races. You have the option to view the race, it has a pretty nice (tho' lo-res) display of the horses running against each other, which can be very helpful in deciding training patterns for the horses. The object of the game is to win mondo cash in prize earnings as a trainer. Unfortunately, I found the game too non-interactive (dull) to continue to this loft ideal. Additionally, the software is still Anglicised - jockeys/trainers/courses/bookies/tipsters are all British. There is a totally redundant Quit option, that kindly takes you to a screen saying "Reboot your machine". However, at least the (Basic?) programme loads totally into mem avoiding disk swaps with the save disk. The save game feature is barely supported, the most minimal of "Enter save game number (1-9) to save/load" onto a pre-formatted disk. Cheating is almost too easy, save the game on the day of big race, bet your shirt on a horse, if it doesnt win reload and try again. There is a fudge factor on all horses in the race, so the outcome is by no means certain, but is reduced to a four horse race that you can try again at will. Then its just a case of buying and training the right horses. The jockey's colours don't play a prominent part in the game, there is an annoying lack of thought behind the mouse/keyboard interactions, the manual doesn't give you a clue WHAT you are supposed to do - only HOW you work the controls (Strewth!), the sweet spot on the save icon is rather peculiar, the anim of the horse running is readily glitchy, the interface is low res and as primitive as it gets, the game runs slowly, and the graphics throughout are poor to shocking quality - other than all that its a good horse racing game. If you are a horse racing fan, and you don't have a programme in this area, this is the ideal purchase for you. Anyone else, I give you a week before it hits the bin - once you've won one race and seen the lack of a fanfare, you've won them all. Cricket Masters Publishers: ESP Provided by: Don Quixote Rating 30% Does ESP stand for Exceptionally Shonky Programmes? I am beginning to wonder! The HD Install is manual, they give the half page of copy instructions in the manual... and after all that, it doesn't work. The interface is low-res, slow, clunky and BASIC by feel. There is no sound, pitiful graphics, and the same lack of variety that the previous game also suffers from. Based on English cricket, you must manage a team to success. Seat prices, general tactics, etc are up to you. The ONLY redeeming factor to this game is you can set the field yourself by bowler, the computer will use that field setting when it auto-picks that bowler to bowl. Manual protected, but not copy-protected, just like Stable Masters, and the barest attempts made to make it Workbenchable (with the little that they did, its a wonder they bothered with an icon at all.) The manual doesn't even tell you how to start the game if you are not booting the programme disk - and this same lack of care, effort, quality, standards and proofing have added up to a totally miserable game, that invokes more frustration at using the clunky interface than gives you joy for performing. Its two disks, one programme and one data, with a basic manual. The manual in true ESP style avoids the game concept entirely and instead concentrates on what the individual functions are on about. Statistics galore, and a few more variables than Stable Masters, but unless you are English County Cricket buff, have always wanted to manage a team, don't mind missing any sort of good cricketing action and can handle the stress of the interface; then leave this game on the shelf and suggest to the retailer he send it back for a credit so that he might get some games in for you to play. Addendum to The Masters review: I've had enough. The software we've been reviewing lately (RE-Viewing ie: every time you read about a &^^% programme, we've had to endure it multiple times until its been fully scoped out!!!!) has been atrocious to say the least. Sure, we've reviewed some excellent titles, but 90% of Shareware/Commercial produce has been LOUSY. If you happen to know someone who is a games programmer, please get them to ask these BASIC blasted questions about their product BEFORE they release it: #1: Copy protection removed (pirates do it soon enough anyway, plus its a hassle for the legitimate users anyway). This then includes Hard Disk installation, and Workbench icons. The manuals with the ESP software could easily be photocopied, let alone someone with half a neural connection in the programming dept being able to rip it right out. #2: Does it's RRP reflect value for money given "classic" titles and their value? At $50 a throw, these ESP packages are a rippoff. For that much, at least borrow a digitiser... #3: Does the manual contain the following: Contents Installation/Trouble-Shooting/Startup Introduction and Overview Every user function described relative to the game variables. Screen shots of relevant sections. An EXAMPLE SESSION! (Can take the popular form of the game "novellised" for increased Virtual Character Association¹) #4: Has the game a consistant play relative to the plot? #5: Is the plot challenging? #6: Is the interface easy to use? #7: Are commonly accessed functions easy to access (larger gadget size, heavy borders, outstanding colour, keyboard shortcuts etc)? #8: Does it multitask in a friendly manner? #9: Does it support catalogs? (If either of the ESP programmes did, it would be a simple matter of listing Aussie jockeys and horses etc) #10: Has its VCA¹ been maximised? ¹ To coin a phrase, VCA is the relationship from the user to the programme, measured quantatively in terms of the number,quality & complexity of both the input variables (game controls), and the sensory feedback to the user. Obviously then, a game with relevant high quality pictures (complex visual sensory stimuli) and audio will have a greater user self-identification with the Virtual character in the game. Likewise, the better the control over the relevant variables, as well as a reasonable number of them, and a series of progressively harder challenges involving set patterns of the control variables; the better the game. However the challenges themselves are classified under the plot. Direct correlations exist between this and the Character Association that occurs with movie watchers and book readers. Look at what colour plates did for classic scenes in tales. Maximising the VCA maximises investment return potential. If the programmer even acknowledges the existance of VCA, it is bound to improve the product. People are playing out a fantasy role in the game, whether it's chief alien mangler for the Federation of Earth Type Planets, or a golfer on the big courses, or a famous race car driver etc. It is NOT just about producing an interactive concept, to make it a great game one has to start with the assumption that the MOST important part of the game is the PLAYER. Get the player in on the game, and you've won. For the player to be in on it, he must believe he is playing the part of a virtual character. Thank you for reading another Cruddy whinge. 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43 !¡ 43