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Subject: Digital Games Review Digest, #6
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                     Digital Games Review Digest, Number 6
 
                            Tuesday, July 17th 1990
 
Today's Topics:
 
Mac: 		    "Citadel: Adventure of the Crystal Keep"
Amiga: 			      "The Game of Harmony"
IBM: 			        "Red Storm Rising"
Lynx: 				   "Electrocop"
Genesis: 			    "Budokan"
Genesis: 		 "Double Dungeon" and "Populous"
GameBoy: 		     "The Amazing Spiderman"

[ Editorial Note: We've got an email-based archive server installed on
  "intuitive.com" and ready for use: send mail to "info@intuitive.com"
  with the message body containing "help" and "listall Digital.Games".
  Please report any errors or problems to "taylor@intuitive.com".  
  Available information includes all back issues, as well as submission
  guidelines and some other interesting material. Check it out!  -- Dave]

----------------------------------------------------------------------
 
From: Erik Warren Selberg <es2q+@andrew.cmu.edu>
Subject: Mac: "Citadel: Adventure of the Crystal Keep"

	      Citadel: Adventure of the Crystal Keep
	        Postcraft Software, $27 mail order

Well, I've just completed the game, and I'm not disappointed.  The
game, which as far as I know is Postcraft's first, is really well
done.  The graphics are quite excellent, and it emulates classic D&D
very well.
 
First off, the plot:  It's pretty much a rehash of Wizardry, which is
a bummer.  There's this evil Wizard Nequilar, who popped up one day
and fought Lady Synd, the land's benevolent protectress.  Anyway, he
wins, stuffs her in a crystal, and sinks the Citadel.  Your mission 
(should you choose to accept): free Lady Synd and kill Nequilar.

Now the fun part comes in doing this.  First off, you get to make
characters, which is really unique and (IMHO) very well done.  You
first select your person's parents, race, align, & sex, and then see
what you come up with.  Then you age the character along and set
his/her/its attributes based on what the person does during
teen-age years.  When that's done, you choose from 1 of 8 classes:
Figher, Thief, Wizard, & Cleric, or the "super-classes" (another thing
that smacks of Wizardry): Knight, Ninja, Magus, or Shaman.
 
Once you've created your people, you put them in a six-member party
and equip them from the shop.  There's the usual collection of temple,
hotel, etc. in the town... some nice things are a bank, which you
store gold, and camp, where you can just sit & jam.

Entering the maze is preceeded by getting a code from a code wheel,
included with the game.  I found it a big annoyance, especially when
some of the codes were wrong.  However, once out of this, you're into
the maze.  Be sure to bring along some torches, though, as there
aren't any light spells.
 
Anyway, general mapping/monster stomping then begins.  The maze is
30x30x12, and although I finished the game I didn't map half of it.
You'll find very few wandering monsters (with gold): they tend to hand
out in certain places, and once you kill them, they're gone for good.
There is a map book, which is very nice to have, but you have to
search for it, as well as for a spell book (which means wizards are
fairly useless until they find one).
 
Anyhow, throughout the maze you'll encounter various puzzles to solve,
the most important being freeing Lady Synd (whom you have to find
first).  I solved several fairly easily, although I never gave a
second thought to others, and I still solved the game (which is good
or bad, depending on how you look at things).  Some of them are well
done... others are just weird.
 
Now that you've gotten the gist of the game, here are the pros & cons:
 
  + making characters is way cool and very original.
  - limit of 18, and it will overwrite the 18th without telling you.
  - spontaneous combustion (ID = 11) if you try again with a dude too
    often.

  ++ combat.  This is (I think) the best part.  The monsters are around
    you, and you move your people into position.  Clerics/Wizards must be
    clear to cast a spell, and you have ranges for your characters (it's
    *much* improved style over Ultima 3).
  - if you're fighting a monster with a lesser range, you can sit back
    and wail on it, as it won't move forward to engage you.
  - most monsters are wimpy, especially when you get beefy.
  +- monsters will all attack the first player, then the second player,
    and so on.

  + puzzles leaving more stuff to do than hack & slash
  - you don't need to solve them all
  - some are really weird.

  ++ you can split the party
  -  if one party is in town, you can't go back to the other one.

  ++ there are NPC's who can join the party.
  -  6 person limit, so you usually have to leave one behind (most
    annoying).

  --- elevator moves on its own, forcing you to make a "doorman" (some
    random person who just sits in the elevator with a torch).

  + equipment is handled very well (what you can wear, etc).
  - armor can fit in a backpack, but a small statue won't.
  - lighting another torch can be a pain.
  
  + spells are interesting.... wizards & clerics cast some of the same
    spells, and the way they're memorized is very good.
  --- memorizing spells takes too long real time.

  + time is counted
  - time resets when you move from place to place (tavern -> maze -> camp)

  --- not enough gold, forcing people to cheat (make dummy guys with gold).
  
  -- bombs every now and then
  -- saving backups can be evil
  - you shouldn't need to find a mapbook, as most people will use graph
    paper if it didn't exist anyway
  - monsters are infrequent unless you meditate in the dungeon, but they
    don't give gold.
  - bow & arrow is fairly useless.

Anyway, that's my review.... There are probably more cons than pros,
but don't let that dissuade you... it's a very good game, and I don't
feel cheated by it (in fact, as the last screen says, I'll probably be
buying Citadel II: Dark Tower).  Combat is _VERY_ well done, as it
character generation.  The campaign itself could be a bit non-Wizardry
like, but it's still very well done.  Aside from having to hunt around
for a while to get spell & map books, it does't have any huge game
flaws.  However, the time to meditate & memorize spells is most
annoying after a while, and the lack of gold does take away from the
game (you're required to buy training for levels).  Also, at times,
for gaining levels & healing, which requires X days, it can be a pain
killing time.

Capsule review:  another Wizardry, but bigger, with puzzles, improved
combat, and better character generation.  Scale 1..10: 7.

Tested on a 1M Mac SE & a 2M Mac Plus via AppleShare server.
Postcraft Software, $30 or so.
Available for Mac, Atari ST, IBM, and probably others.

------------------------------
 
From: Brandon Freels <BRANDON@aardvark.ucs.uoknor.edu>
Subject: Amiga: "The Game of Harmony"

Harmony is a "puzzle-type" game like the Tetris variants.  In this game
you play the equivalent of a billiard ball.  Your goal is to knock other
balls of the same color together.  When you do this, they disappear
(with a great sound effect).  If you knock 2 balls of different colors
together, they create a third small "pod".  If you run over the pod with
your ball in 3 seconds, you gain energy, otherwise the pod grows into a
full sized ball.

Here is the catch; each ball (except the one you control, called the
Seeker) has a lifespan of 10-30 seconds depending on the level.  As time
passes, the balls get more tense (they shake).  Eventually they explode
and you lose energy.  When your energy bar is gone you lose a seeker.

The game has 50 levels, each one a puzzle that has a "optimal" solution
(removing all the balls with the least running around).  Every 4th level
is a BONUS level with a certain task to do (grab the blue pods without
touching the red, etc.).  All levels have wrap-around and some have
barriers to bounce the balls off of.  Some billiard balls are connected
by a "rubber band" and are affected by the tension in it.

The seeker can be controlled by the keyboard or the joystick.  Each
method has 2 ways to control the seeker so you can choose which one
feels right (one of them is just like asteroids).

The game also has a mode of play called "Mantra".  This is a practice
mode where you can go through all the levels with no score, no time
limit, no balls exploding, etc.  This allows you to get a feel for the
game and how to move the seeker without the competitive part.  I've
played in this mode for hours just relaxing and listening to the sounds.

The game has a 2 player option where you work together on the puzzles.
A couple of the levels have a rubber band attached to both players
seekers.  If both players don't move together, they end up looking like
siamese twins (I got a good laugh out of this "I wanna go this way, I
wanna go that way").

The things I like about the game:

The key to the game is to RELAX.  It is very good therapy for someone
who is tense and has problems relaxing.  If you try too hard, you will
overshoot and make mistakes.  If you stay calm (even as the balls are
about to explode) and gently (casually?)  push the balls the puzzle will
come together.

The levels are challenging brainteasers.  I've thought, "There is NO WAY
you can complete this level in 30 seconds", left the game, figured out a
solution while away from the game (like at the grocery store) and the
next time I play try it out.  Even if you figure out the "optimal"
solution, if you do not play with a RELAXED frame of mind you will still
screw up (see above).

The graphics, while nothing to write home about, go well with the game
(pulsating billiard balls, round-edged barriers, nice shading of colors,
etc.). The sounds in the game help you relax (like when the balls disappear,
the "quick raspberry" when a pod is made, the "boing" of a ball richochet-
ing, etc.) and are well done!

The game has a save option so you can try the same puzzles over and over 
till a solution is discovered.  Since each level takes approximately 30 
seconds, the game should take no more than about 40 minutes to play all 
50 levels (if you can solve them all!). Very good for people who like quick 
games rather than 50 hour dungeon crawls.

Things I don't like about the game:

Scoring is arbitrary.  There are ways to, in my opinion, "cheat" and get
a high score.  You can stay at a level and cause all the balls to bang
together and make more.  Using just a little kinetic energy you can get
pods for more energy while others explode.  This will get you a high
score but you are not playing the game.  The balls are all hitting each
other by themselves.  I play for highest level "puzzle" rather than
highest score.  The former takes creative thought.

There isn't an option to create you own puzzles (maybe Harmony II will 
have this if it is ever made).

It doesn't say "Accolade Presents" at the opening screen :-).

All in all, this will be a game I will still be playing years from now
because of the challenge (like Tetris).

	Playability: 	10
	Graphics:	8
	Music:		9
	Sound Effects:	10
	Overall:	9.5

The Game of Harmony - By Accolade
Distribution: Amiga, C64, AtariST, IBM, (maybe some others)

------------------------------
 
From: P. Shamlen <PSHAMLEN@AMHERST.BITNET>
Subject: IBM: "Red Storm Rising By MicroProse"

I bought Red Storm Rising about four months ago, and I'm still playing
it.  I purchased it after reading The Hunt For Red October and Red Storm
Rising, both by Tom Clancy.  I have really enjoyed this game.

The game makes you a Submarine Captain of one of five different
submarines.  The submarines range from the noisy Permit-class submarine,
which was made in the early 50's to the anticipated Seawolf class
submarine, that should be available in 1996.

In addition to these five subs, there are also four different time
periods which you can play in.  For example, in the 1984 scenario, you
are limited to Harpoon missles, and Mark 48 torpedoes.  In the 1988, you
can also use Tomahawk missles, but the Soviet subs are more silent (which
is historically accurate, since, in 1988, Toshiba sold the Soviets a
metal-stamping machine that has since allowed the Soviets to develop
better propellers, i.e.  more silent).  You can also play in the 1992 or
1996 periods.

As far as battles go, you may either select to fight against a
particular enemy (e.g.  a carrier battle group, a nuclear sub wolf-pack, 
or a simple convoy), or you can select the Red Storm Rising Scenario.  
In the scenario, you're given missions that change as the war progresses.

It's the Scenario that's the most fun.  There is a world map that shows
the progress of the Soviets.  If you succeed in your missions, you can
watch as the Soviets are pushed back.  If you fail, you can watch as
France is overwhelmed by the Soviet juggernaut.

The game does not require much hand-to-eye coordination.  Instead it's a
good strategy game.  I was impressed by the fact that I could mimic many
of the scenes I found in the books, like diving below the thermal layer,
and tossing off noisemakers.  Trying to sneak in behind an enemy sub and
follow it can be very realistic, expecially when you hear the launch
transient telling you that he's just fired at you.

The graphics in the game are CGA quality for the most part.  Of course,
the graphics aren't a big part of the game, because you're almost always
watching a tactical map that indicates where the enemy is, but the
pictures of the ships sinking are pretty feeble.

The documentation, as with all MicroProse software, is excellent.  A
thick 100 page book comes with the game.  30 pages on how to play the
game, 30 pages on tactics, etc, and 30 pages of reference.

The controls are complicated to put it mildly.  I have long since
memorized the controls, but it was tough in the begining.

The difficulty of the game can be very low.  Even on the hardest level,
it's pretty easy to stay alive.  Of course, getting promotions is
harder.  And I have to admit that the game is enjoyable even if you
aren't always in tremendous danger.  There's a thrill in being able to
sink 5 ships without ever letting them know where you are.

In the end, it's the complexity, and the realism that make this game.
If you're not into tactics, then you wouldn't enjoy this game.  If you
like tactics and submarines, I think you'd probably really enjoy it.

So I reccommend the game for those Sub enthusiasts.  It seems
as good or better than 688 attack sub in my opinion.

Rating: 8.5 out of 10
Not the best game there is, but easily worth the money you pay for it.

------------------------------
 
From: Robert Allen Jung <rjung@alcor.usc.edu>
Subject: Lynx: "Electrocop"

PLOT SUMMARY

You are Electro-Cop, a unique crime-fighting cyborg created by the
Megacorp conglomerate. Today, you have been called back to Megacorp on
a critical assignment: The president's daughter has been kidnapped by a
mysterious robot. He has threated to kill her if his demands are not met
within an hour, and has holed himself in an old Megacorp warehouse,
electronically locking the doors against rescuers. Only your computer brain
can descramble the locks, fight off the guardian robots, and save the day.

There's something fishy about this mission, though. You have never heard
of this enemy robot. Why did Megacorp call you on this assignment, and not
the President? What secrets does the robot know? Why won't Megacorp tell
you any further details? Carry these questions with you as you carry out
your duty as an officer of the law.

GAMEPLAY

You have 1 hour of real-world time (the clock doesn't stop) to find and
stop the other robot. You move in 3-D space (left and right, into and out of
the screen) on a "level" (one floor of the building). Along the way, you must
shoot or avoid attacking robots and traps, leap over mined floor panels,
figure out the maze-like floor layouts, and opening locked doors.

This is an action-adventure game, with more action than adventure. The
adventure parts come in (a) solving the floor layouts, and (b) solving the
door codes. Each code has a 1-in-10,000 combination. Fortunately, you can
use your cybernetic "Icebreaker" program to try each code quickly in sequence.
For action, you can grab different kinds of weapons and blow away different
kinds of enemies, trying to stay alive at the same time. For a little
variety, there are little "mini-games" within the ELECTROCOP game; you can
kill some time with them while waiting for a door code to get solved.

That's the gist of the game: You run around, opening doors, staying alive
and trying to remember the way to the President's daughter. Like most
adventure games, once you finish, there's not much point in playing it again
(except perhaps to get a better score). But until you finish, it's a fun way
to kill some time.

GRAPHICS & SOUND

Graphics are the typical Lynx "WOW!" variety -- the opening title page
has the same impact as a movie opening, it's worth seeing for that alone.
The rest of the game features nicely detailed graphics, and the 3-D
effects are very well done. Overall, great graphics.  As for sound, there 
are enough explosions and klaxons to keep you busy, and a variety of 
musical backgrounds to go along. The music can be turned off, if it 
bothers you.

SUMMARY:

I give it 1 7.5 on a scale of 1 to 10. My biggest gripe is that it's not
very replayable once you finished, and the adventure part is not that great
(again, most of it comes in figuring out the door codes). Still, it's not
a dog, so you can't go wrong with it.

------------------------------
 
From: Khaled Amer El-charif <khalede@dip.eecs.umich.edu>
Subject: Genesis: "Budokan"

Bought Budokan for the Genesis yesterday.  Before I give my opinion,
though, I will briefly describe the game:

Budokan is a martial arts simulation.  You are a student in a dojo that
offers Karate, Nunchaku, Bo (long staff) , and Kendo (spear) training.
Basically, you can practice any of these skills as you please, then you
can spar with your master and listen to (actually, read) his comments
afterwards.  You have to watch your stamina bar (it decreases as you
take blows, and also as you perform different moves - especially jump
moves).  You also have to build a high Ki power (it determines how
strong and focused your blows are).

There is also a practice mat, where you can go head to head against an
opponent (either a second player, or the computer - with 3 different
difficulty levels ranging from wimp to Shodan).  The nice thing about
the practice mat is that you can select different weapons for both sides
(e.g.  you can set Karate against Nunchaku, Bo against Nunchaku, or any
combination).

For spiritual training, you can enter the house of your Sensei and
'listen' to his wise sayings.

Now, once you think that you are a tough guy, you can take the train to
the Tokyo Budokan tournament.  The tournament consists of 12 matches
against opponents of increasing difficulty.  Each opponent is very
different from the next, in stength, strategy, fighting style and
weapon.  You will have to face a Karate Black Belt, Bo, Nunchaku and
Kendo experts, as well as other Japanese traditional weapons, such as
the Tonfa, or some sort of sickle attached to a chain (I forgot its
name).  There is even a Ninja (master of the art of stealth - yep, he
really disappears in a brief flash), and a girl that looks really sweet
but kicks your ass in no time.  You can choose any weapon you think is
appropriate for each confrontation, but there is a limit to how many
times you can use the same weapon in the tournament.  You are given two
continue chances for each match, otherwise you fall back to previous
opponents, and eventually, back to your dojo for more practice.

OK, now for my impression of this game:    
 
Now, I really have to say that this game really sucks:
- GRAPHICS: Great graphics, crisp,  detailed (both for the characters,
  weapons, and backgrounds). Smooth animation and nice intermisions and
  graphic/text screens. 
- SOUND: Nice music, and the Ki-Haps (the different words that the fighters
  shout) are rendered very well, there are also some digitized japanese
  words (e.g Hagime - ready, at the beginning of a sparring match).
- SIMULATION: Excellent. Incredible varitety of moves for all the different
  arts (some 25 to 30 moves per art). In Karate, for example, you can
  do three basic blocks (upper, middle, and lower), basic punches and front
  kicks, side kicks, spinning kicks, jump kicks, jump spinning kicks, 
  crouch kicks and sweeps!!! (did I forget something?). The technique is also
  rendered very nicely with smooth animation.

BUT, and this is a very big BUT, the controls are FRUSTRATING. The catch
is that you need the fingers of a pianist to control the guy, as far as 
both speed and accuracy are concerned. A BIG mistake that EOA programmers
made here is that they completely ignored the fact that the Genesis
controller has THREE (yes, guys, THREE) different buttons (button A,B,
and C, yes, this is not an IBM joystick!). Now it does not take a genius 
to figure out that three different buttons can be used for three DIFFERENT
FUNCTIONS, and that this would greatly REDUCE THE LOAD ON THE CONTROL PAD
ITSELF. The way the game is now (and it's not going to change), all three
buttons serve the same function (there is no difference whether you use
button A, B, or C for a move). 

While some moves are easy to execute (e.g. front punch : press LEFT
on the control pad, while simultaneously pressing any of the three 
buttons), most of the more spectacular moves are nearly impossible to
get at will (e.g. the forward spinning jump kick : press the Upper-Right
diagonal on the control pad, then immediately press the Upper-Left 
diagonal while simultaneously pressing any one of the three buttons. Now,
this has to be done FAST (otherwise it would be interpreted as a 'jump
forward' move, and ACCURATELY (when I say upper right diagonal, I really
mean 45.00 degrees, otherwise the guy will simply jump, or make a forward
ready stance, or some other thing you DON'T want him to do). There are 
even some more difficult moves with the weapons.

Now, this IS frustrating, and ALL my friends who played it reached
a stage where they would KNOW what is the appropriate move to make at a
particular instant, but simply could not get the guy to do it - and  tell
me that it is not frustrating to watch your guy standing there, taking
blows, trying to make him do a spinning kick, and all he does is jump  
straight up or crouch (needless to say that the computer opponent moves 
smoothly and has no problem chaining all sorts of moves).

Another related problem is that different moves require different starting
positions (and this is true in real life), but the transition from a
starting position to another (e.g. stepping-forward, to backward-ready 
stance) has to be done SLOWLY, otherwise, the guy will do something you 
do not want him to do, and this is NOT true in real life!

Well, a joystick would be more than welcome here, and I tend to believe
that it would relieve me from a lot of frustration and make my life as 
an electronic martial arts student much more pleasant, although this 
remains to be seen, as the Genesis joystick is not out at this time.
 
A final criticism here is that you simply do not have any clue to where 
the blows being thrown at you are directed, what I am trying to say is 
that, unlike real life, you cannot 'see' the blows coming in order to 
block them correctly, so you basically have to keep moving into the 
sucker in front of you and kick the guts out of him without giving him 
time to react and fight back (but I guess that this would apply to all 
martial arts simulation games - yep, we don't have holographic, 
interactive 3-D video games yet).
 
All in all, if you like the idea of paying ~50 bucks to get frustrated, go
for Budokan - I admit that I am really pissed, because this game has 
EVERYTHING in order to be a GREAT game, but the controls make it SUCK, and
reduce it from a martial arts simulator to an impossible test of finger
accuracy and control.

------------------------------
 
From: ccastbh@prism.gatech.EDU  (Brad Hamlett)
Subject: Genesis: "Double Dungeon" and "Populous"

Double Dungeon 

	This is one of the lastest TG games to hit the market.  It can 
	be played by two players at once, which is one of its most appealing 
	features.  DD is a RPG in the same category as the 'Wizardry' series 
	for PC's.  You are a warrior sent into a number of dungeons (22 to 
	be exact) to complete a series of quests.  You begin each dungeon 
	at first level with nothing but a dagger and a pan lid for protection.
	You must progress through each dungeon gaining experience and gold to 
	gain more power.  There are shops where you can buy better weapons 
	and armour, as well as other magic items.  The game is all in 3D 
	perspective with very nice graphics and smooth scrolling screen.  
	At the end of the first 21 dungeons, you recieve a letter/number 
	that is part of the password for the 22nd dungeon.  

	Dungeons 1-21 do not need to be completed in any specific order, but
	they do progress in difficulty.  My only gripe is that there is not 
	enough variation between dungeon levels.  The two-player feature 
	makes the game a lot of fun though.

   		Graphics: 7
    		Sound:    6
    		GamePlay: 8
    		Manual:   8	Overall:  7.5
    
Populous 

	Electronic Arts did a very good translation of Populous.  Populous 
	is a game of world conquest with a unique point of view.  You take 
	on the the job of the "Good" diety and the world just isn't big 
	enough for two Gods.  You have to help the progress of your people 
	while hindering the growth of "Evil's" people.  
	
	You have at your fingertips:  the ability to raise and lower land; 
	the ability to gather your people; and the ability to inflict 
	natural disasters (earthquakes, volcanoes,swamps,floods) on the 
	enemy.  There are a number of different worlds that you can do 
	battle on (desert, ice, plains, volcanic), and there are 500 worlds 
	in all.  

	The main differences between the Genesis version and PC versions 
	are as follows....There is no two-player version (you are always 
	'Good').  There is no 'build your own battle'  feature...you must 
	start at the first world and gather new world names as you conquer.
	Also, the 'Promised Lands' are missing (no big deal!).  My main 
	complaint is that on certain worlds it is hard to determine the 
	level of the land as it slopes away from your perspective.  

	All-in-all, though Populous is a good game.

			Graphics: 6 (because of above complaint)
			Sound:    7 (I love it when your knight
				     burns an enemy town!)
			Gameplay: 9 (The controls are not as hard
				     to use as the PC versions.)
			Manual:   4 (Face it, there are quite a
				     few blanks...and the package
				     has no plastic case...it come
				     in a cardboard box a la Atari
				     2600 games.)
			Overall:  7 (the game plays great! and that's
				     what really counts.)

Well, there's my two-cents worth...hope it helps anyone contemplating
a game purchase.  Oh,  Double Dungeon retails for $60 and Populous
goes for about $50.

------------------------------
 
Subject: GameBoy: The Amazing Spiderman
From: Dave Taylor <taylor@intuitive.com>

After the incredible success of the (excellent) film "Batman" last summer,
and with the release of "Dick Tracy" and "The Jetsons" this summer, it 
seems that comics and comic book characters are enjoying somewhat of
a renaissance in our society.  That's fine with me; I've been a big fan of
comics and comic book heroes since childhood.

So when I got "The Amazing Spiderman" from LJN toys for the GameBoy, I had 
some terrific expectations of the game (as well as memories of a very
nifty demo cart being shown at the Winter CES earlier in the year).  Well,
they didn't let me down!  Spiderman is an excellent addition to the ever
expanding Gameboy library, and is one of the best produced cartridges
I've had the chance to play!

The premise of the story is that you're Peter Parker (Spiderman) and 
while you've been living in wedded bliss with Mary Jane, things can't
last.  Indeed, you come home one afternoon to find no wife and the phone
ringing.  On the phone is Mysterioso, the first "level boss".  To get to him
you have to fight through the bad guys in a particularly nasty alleyway, and
then avoid the poison smoke bombs at the end of the level.

The other levels have you climbing up the side of skyscrapers, leaping from
rooftop to rooftop, balancing on top of a subway train as it goes from station
to station (my favorite level), walking through Central Park and finally 
having the final confrontation in the sewers (we can only wonder if there 
are alligators or, even more amusing, little radioactive turtles down there!)

The game is very well put together, and each level is introduced by a typical
comic book captioned phone conversation between Spiderman and the level
boss (a picture of Spidey, with his words slowly being printed, then flip 
to a picture of the bad guy and his words, then flip back, etc).  Also of 
interest is that the game uses a graphics feature of the GameBoy that I 
hadn't seen before; the title screens are 'brought down' from the top with 
wavy lines, then it all just 'clicks' into place at the end.  Quite a cool 
effect.

On the down side, this game seems pretty easy; after about three hours of
play I could pretty consistently get to the fourth of the six levels in the 
game (indeed my fifth game got me the #8 score on the cartridge - not saved).
Worse, though, is that it's hard to figure out what's going on when you get
the bad guys or otherwise continue moving down the path.  The main reason
for this is that the game uses a home video game trick of having heavy
overloading of buttons and arrow keys (for example, tapping B is a punch,
holding DOWN and tapping B is a kick, jumping and pressing B is a flying
kick, and holding B spins a web.  Finally, swinging from a web is a large 
jump (pressing A while moving) then holding B down).

What I ended up doing is just tapping B all the time, and sort of randomly
watching to see what goes on.  It worked pretty well, of course, and I can
get pretty far in the game, but I don't have the feeling that I'm mastering
the game; it's more like I'm just getting luckier and luckier as I go along.

Nonetheless, this is a terrific addition to the GameBoy library and I look
forward to getting through the last few levels to finally rescue Mary Jane.
If the end game is as well done as the rest of the cartridge, it should be
quite a fun show at the end...

	Graphics:	9
	Music:		7		The Amazing Spiderman
	Fun:		8		       LJN Toys
	Controls:	5

	Overall:	8

-------------------------------------
 
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End of Digital Games Review Digest
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