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Subject: Digital Games Review Digest, #9
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To: Digital Games Review Digest <digital-games@decwrl.dec.com>
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                     Digital Games Review Digest, Number 9
 
                           Thursday, August 23rd 1990
 
Genesis: 		     Super Real Basketball
Genesis: 		       Thunder Force III
Genesis: 		          Ghostbusters

TurboGrafx: 		           Alien Crush
TurboGrafx: 		           Bloody Wolf
TurboGrafx: 		       World Class Baseball
TurboGrafx: 		          King of Casino

Mac: 		      		     Welltris 

PC: 		      		     Centurion
PC: 		     		       Flood
PC: 				      SimCity

----------------------------------------------------------------------
 
From: chenp@cory.Berkeley.edu (Paul Chen)
Subject: Genesis: Super Real Basketball

Super Real Basketball (SRB) is the Japanese version of Pat Riley
Basketball (PRB).  From what I understand, the only difference between
SRB and PRB are the names of the players.

Anyway, SRB is five on five basketball for the Genesis.  One or two
players can play; the two player mode pits one player against the other.
There are eight teams from eight cities:  Seattle, L.A., Denver, Dallas,
Houston, Detroit, N.Y., and Boston.  The names of the teams are pretty
silly (i.e.  Wings, Jets).  You can play exhibition games or a tournament.  
In the exhibition games, you pick the team (or teams if two player) and 
then play a game (simple enough).  In the tournament mode, instead of one 
team, you play a couple games according to how far you get.  If you play 
two player in the tournament, both of you are in opposite draws.  If the 
two of you make it to the finals, you play each other.  The tournament 
includes all the teams, and the computer gives an arbitrary (I think) 
winner to the games that you don't play.  There are stats for the players, 
but they really don't mean much (if anything).

Pros:

 - Graphics are damn good.  The game scrolls very nicely.  Slam dunk close
   ups look very good.  Three point attempts look good, also.  Graphically,
   it's very well done.

 - Three points attempts are fun. Three point shots take timing. Once you 
   get the feel for them, they're pretty easy to knock down.

Cons:

 - Way too easy. The only thing that takes any skill is three point shots.
   All other shots are easy to knock down, especially dunks.

 - Defense. There almost none. The only thing to do is steal. You can't block
   someone from 'driving the lane' and such. Especially when your opponent is
   dunking, and you have a defender there, it's VERY hard to block a dunk.

 - Fouling. That's also tough to do. The most fouls I could muster for one
   player was five, and I was trying for five quarters! It's really not a 
   factor in the game. I don't even see why it's in the game.

Summary:

Although very nice to look at, Super Real Basketball is not very fun to play
unless you play three-point-fest, but that gets old pretty quick. Given the
price of Genesis games, it's not worth getting.

	Graphics: 	9
	Playability:	3    (not much fun)
	Sound:		3    (wish there were more than one background song)

	Overall:	4    (fun for a little while, but not long)

    Super Real Basketball (sold in the US as Pat Riley Basketball) 
	For the Sega Genesis

------------------------------
 
From: chenp@cory.Berkeley.EDU (Paul Chen)
Subject: Genesis: Thunder Force III

Thunder Force III, for the Genesis, is the sequel to the popular game
Thunder Force II, but is a much better game!

I can't read Japanese, so I can't give you any background story info,
but I can give you other stuff.  TFIII is graphically MUCH better than
TFII.  You have to see it to believe it.  They make EXCELLENT use of the
Genesis' foreground and background capabilities.  The bosses also look
very good.  It's that good.  Also, there are no overhead screens, which
is a relief, since they were a waste of time.

The game sounds pretty good too. They still have the digitized voices which 
really don't sound close to what they're supposed to be with the exception 
of 'roll' which is pronounce "loll" since there's no 'r' sound in Japanese 
or Chinese.

Controls are the same as before.  There is now a speed option which
determines the 'agility' of your ship.  Power ups are pretty much the
same.  You now automatically get two rolls, and there's several, thick
laser bolts.

Each round is a different planet.  You can pick your starting round, but
from there on, you progress in a clockwise order.  There are six rounds.
I haven't finished, but I have seen the strategy guides in the Japanese
magazines.  The game is much like II in that if you can survive with the 
weapons you pick up as you go along it's pretty easy.  Also, this time, 
when you die, you at worst only lose the weapon you were using.

TFIII is a fun game, but it's also a LOT easier than the II.  My friend Han
finished III the same day I gave it to him (well, he says he can finish II 
with ten extra men). I have never finished II, but I also find III a lot 
easier. That's probably the only problem with the game though. If you found 
II to be easy, III won't be worth getting even though it looks great, but 
for the rest of us, it's a great game.

	Graphics:	9
	Sound:		8
	Playability	9 (might be too easy for some)

	Overall		9

    Thunder Force III, for the Sega Genesis
	(only available in Japan currently)

------------------------------
 
From: rguion@mips.com (Richard Guion)
Subject: Genesis: Ghostbusters

All Sega Genesis gamers will be happy to know that Sega has finally
released a new game for the 16-bit console:  the long-awaited
GhostBusters!

I've only had a chance to play it for a weekend, but the graphics
in the game are very done.  Very cartoony, funny looking types of
monsters and houses make this game interesting.  The graphics are
kind of equivalent to those found in Ghouls N Ghosts.

This version of GhostBusters doesn't look anything like the other
Ghostbuster games out on the market for personal computers.  They
have really made an effort to make the 3 men that you play look
like the actors from the films.  You can choose to be one of the 3,
and go off to one of 4 different haunted houses to clear out the
ghosts.

You can collect money as you go along and there are shops for you to buy
items and weapons in.  Believe me, there are *lots* of things for you to
buy.  The houses seem big enough that you will have lots of fun
exploring the different rooms in each of them.  As you defeat the main
boss ghost in a house, you will get a piece of a tablet, which you will
have to assemble in order to finish the game.

Each of the 4 buildings have a different "look" to them.  The first one
is a pretty standard haunted house; the second is a building that is
frozen up by ice monsters (check out the great blue crystal monster in
this building); the third is a wooden building that is on fire; the
fourth is a skyscraper being menaced by the Marshmellow man (you fight
him at the very top of the building--really well done animation of MM
here).

After you clear all four buildings, you assemble the tablet and go on to
the castle at the top of the city.  This castle is a really creepy
place, filled with zombies, rotating axes, and great eerily effects like
lightning going off outside and illuminating the whole castle.

On a graphics and sound scale, I'd give Ghostbusters an 8 out of 10
points.  The animation of the monsters and other effects in the
different buildings are just superb.  On a difficultly level, I would
have to give it 5 out of 10 points.  The game just isn't that hard.  It
will not require any mapping of any sort for the buildings whatsoever,
and there aren't that many secrets (one-ups, power-ups) for you to
uncover to make the game more interesting.  In each building there are
at least 2 minor ghost bosses for you to beat before going on and
defeating the main ghost boss of that building.  There isn't much
challenge as you need to have lots of energy tanks, the right weapon,
and good reflexes.  But it is a lot of fun going through the buildings
and seeing the monsters.  On a playability level, I'd give it a 6 out of
10.  It's worth playing during a weekend to see all the neat effects,
but once you win the game, you probably won't play it too much again.
Perhaps this game is more suitable for beginners or children just
getting started on video games.

Overall, I'd say this game is about a 6-7 out of 10 points.  Worth
renting for the weekend or buying used; maybe not worth it to pay full
price.

	Ghostbusters for the Sega Genesis

------------------------------
 
From: Dave Taylor <taylor@Intuitive.Com>
Subject: TurboGrafx: Alien Crush

Of all the different games that I've played on different home and
arcade video systems, perhaps none has been as addictive as Alien
Crush!  It's an incredibly cool game that has already moved up to
the status of 'virtual legend' with my friends.  The game is a
video game version of a pinball machine, with some modifications
along the way that would be kind of tough to do if we were constrained
by the reality of physical laws...

The theme of the pinball game is that aliens are the enemy and that
the more you destroy the more points you'll receive.  For example,
the ball launcher looks an awful lot like the octopus-like creature
from the film Alien that landed on the explorers face at the beginning
of the movie.  In fact, most of the creatures in the game look like
they're from the film Alien, with one bonus screen having little guys
that look a lot like the Slime Monster from Ghostbusters too.

Perhaps the only down side with this game is that because of the size
of the playing field versus the size of a TV screen, it uses the 
typical video game trick of 'flipping' between the upper and lower
playing field.  It's not too bad, but the sudden change can be quite
disconcerting, especially when your ball might end up hovering right
between the two fields, resulting in the screen flipping back and 
forth a LOT for a few seconds.  This was something that took some
getting used to, especially when playing in "fast ball" mode where
there wasn't too much time to think.

The overall feel for this game is just amazing, though.  It's about as
close to a pinball game that I've ever seen, and pressing button II
even does a 'jar' motion, shaking the table just slightly to try to 
influence where the ball is going.  Initially, the choice of button
I for the right flipper and the directional pad for the left flipper
seems weird, but after a few minutes holding the controller, it
becomes quite clear why they did that; it's a LOT more comfortable!

The game can be played with two different sound tracks which are
selectable at the beginning of the game, and can also be played at
two different speeds, slow and fast.  We tend to stick with the fast
speed as much as possible (though it's REALLY fast at times) and so
it's fun to see how slow slow seems.

There is a lot going on in this game too, including four different
bonus screens of varying difficulty.  Many of the targets have point
values that are a function of what other targets have been hit first
which is confusing, but fortunately our experience is that if you 
just hit everything all the time it works pretty well!  Seriously,
arrows light up with different colors to suggest how to get to a 
bonus round, how to get extra points and balls, and so on.

Targets also have colorful names which have quickly become an important
part of the overall enjoyment; the ugly pinkish thing on the top of the
upper screen is the "Brain Buster" (which we were surprised to find out
can be cracked open for a quick half million points!) and on the top
right is the 'tentacloid lock', a popular target!  Even the bumpers are
more than they seem and on the lower playing field they even turn into
aliens that try to crawl off the screen after being hit enough times!

Like real pinball, this game also has enough variety in play that an
expert can occasionally end up losing the game quite quickly (like my
21,000 point score last time I played!) and a novice playing for the
first time can crank up an incredibly high score too (like my friend
Greg who acheived an astounding score of 27 million as his first game!)  

In summary, if you even sorta like pinball, this game might well be
good enough to justify your purchase of an NEC TurboGrafx machine!
It's GREAT and just an amazing amount of fun.

	Graphics: 	10
	Sound:		10
	Playability:	9.9	(field flipping can be annoying)

	Overall:	10 ++

	Alien Crush, for the NEC TurboGrafx-16 
	  From Hudson Soft, distributed by NEC

------------------------------
 
From: ppplee@eleazar.dartmouth.edu (Peter Lee)
Subject: TurboGrafx: Bloody Wolf

"Somewhere Over the Jungle, The President's Plane Disappears!  A crazed
General, seeking wealth and power, orders his troops to kidnap him and
hide him away.  Now it's up to *you* to get him out!"

Thus the game of Bloody Wolf begins...

Bloody Wolf is a shoot-em-up much in the vein of Commando or Ikari
Warriors.  The game is a one player game in which you can choose to be
one of two different members of the Bloody Wolf special combat team.
The two members are known as Snake and Eagle, though you can choose your
own code name (up to five letters).  As far as I can tell, there is no
difference in abilities between Snake and Eagle, besides appearance.
After choosing which character and pressing 'Run', the fun begins.

In Bloody Wolf, you can move in 4 directions throughout the playing
area.  The screen scrolls both horizontally and vertically, though not
at the same time.  You are equipped with a machine gun with infinite
ammo, 20 grenades, and a knife at the start.  Button II controls both
the machine gun and the knife and the Run button controls your grenades.
Button I allows you to jump.  The longer you hold down Button I, the
higher/longer you jump.

In some areas, there are huts or trucks that you can enter to get better
weapons or medicine.  Better weapons include a shotgun, bazooka, magnum
hand grenades, flame thrower, and flash bombs.  These goodies are hidden
inside boxes which can be opened with your knife.  The knife
automatically becomes your weapon when you get close enough to an enemy
or box.

There are also motorcycles throughout the game that you can ride for
invincibility until the gas runs out.  These motorcycles are hidden in
huts/trucks, or can be obtained by killing a motorcycle-riding
aggressor.

In addition to medicine and better weapons, you must obtain certain
items in order to make life easier for you.  These items include a key
for locked boxes, fins for quicker movement in the water, an infrared
scope to see the beams that spring the traps inside the secret enemy
hiding place, a rosary that gives you some divine protection, and body
armor for obvious reasons.  These items are usually obtained while
rescuing other hostages.

There are eight stages in the game:  Recon, The Jungle, The Bridge,
Enemy Camp, Rescue Hostages, River Rafting, Marshes, and Enemy
Headquarters.  In each area there are one or two bosses, all of them
tough!  They include Shotgun Man, Mega Sub, Flamethrower, Helicopter,
Big Sniper, Knife Killer, Rolling Thunder, Gun Boat, and the Boss.  But
the game isn't made up entirely of bosses!  You must also defeat
paratroopers, green (rifles), blue (machine guns), and red (bayonets)
soldiers, motorcycle soldiers, armored soldiers, and electrified and
regular hovering metallic buoys.

But enough about game details!  I really, really like this game!  I find
it very fun, especially the boss characters who are really tough to kill.  
The game takes just about no time to learn, but mastering it is a 
different matter.  Fortunately (depending on how you look at it), there
are infinite continues from the last area which you got to, i.e., they
don't plop you back to the beginning of the stage.  I especially liked
the twists that the story takes througout the game.  It's *not* just a
search-while-killing-everything-in-sight- and-rescue game, though it
mostly is :-).

The animation and graphics are smooth and very well done.  In later
stages, though, when lot-n-lots o' baddies come at you at once, the game 
does slow down a bit.  It doesn't happen often, but if you particularly 
hate it, be forewarned!  I love the use of color in this game.  It is 
great to see a game that is not afraid to dazzle you with colorful, 
detailed graphics.  The different stages are very well done, each looking 
much like they're supposed to.

The sound effects are pretty much standard shoot-em-up fare, pows,
booms, and the like.  The music is not spectacular and, in fact, is
hardly noticed at all due to the sometimes outrageous amounts of action
going on at once.

Overall, I'd have to say that I recommend this game highly to fans of
shooting games.  Due to the infinite continues, though, this game could
be considered too easy (I was able to finish it in about five to six
hours *TOTAL* playing time), but it's definitely a whole lot of fun.
This is a perfect example of a game that I'll play through on rainy
weekends.

                Gameplay:          8
                Graphics:          9
                Sounds and BGM:    6
                Story:             9
                Difficulty:        7

                Overall:           8  (highly recommended)

	Bloody Wolf, for the NEC TurboGrafx-16
		From Data East, distributed by NEC

------------------------------
 
From: Dave Taylor <taylor@Intuitive.Com>
Subject: TurboGrafx: World Class Baseball

Baseball might well be the most popular game in the United States, and
is gaining in popularity in Japan at a quick clip, but it certainly
isn't the case that it can be easily translated into an enjoyable and
playable video game title, as witnessed by the many attempts over the
years.  Indeed, there is a considerable amount of complexity involved
with trying to control a 9 player team when you only have a controller
that has a directional pad and four buttons.  However, I'm glad to say
that Hudson Soft have done a terrific job with their baseball title for
the NEC and World Class Baseball is just that; World Class!

The cart allows various types of games including two player, player
against computer, and 'watch' mode, where you get to see the computer
challenge itself to a game.  The game is identical with all three
different modes, so we have tended towards the two player "VS" option.
Once this particular mode is selected (and you'll need the TurboTap and 
a second controller, of course) both players choose their teams from a 
list of fictitious teams (that sound curiously Japanese!) and start the 
game without further adjustment to the lineup.

The player at bat has a variety of controls available, including not
just being able to swing at the ball being pitched (which is a reasonably
useful feature!) but having runners 'lead off' of bases, and even steal
if they're daring!  Hitting can be modified in a number of ways too,
with the player at bat being able to not only try to aim how hard and
where the ball is going to be hit, but can even opt for a bunt instead!

The player in the field also has quite a few controls that are
accessible while pitching and fielding, including the ability to throw
different speed balls with different curves (some of them can be amazing
pitches, actually) and even the ability to rush towards a man leading
too far off a base to tag them out (though it is rather tricky to have
the pitcher *throw* the ball at a baseman, rather than just run over
to that base)  Once the ball is hit the fielding player must move the 
closest man to the ball, then choose a base with the 'directional pad' 
(right=1st, up=2nd, etc) and throw the ball there to stop the runner.

The game controls take a while to figure out, but so far everyone who
has tried it has figured out most of the important elements by about the
third inning of their first game.  Some of the more advanced features,
like leading bases or stealing, take a bit longer to understand, and
there are still points in the game where everyone looks on in confusion
with no idea what's going on.  A example is when a base runner has led
off, zipped to the next base, but been required to go back to the
original base due to a fly out; sharp enough fielders simply toss the
ball to the appropriate baseman and they're OUT but mostly everyone
stands still for a minute or two while the players figure out what's
going on!

The graphics are quite excellent with this game too, very much up to par
for the TG16.  We even noticed last night that one of the pitchers was
throwing underhand (and with some impressive speed!  The game clocked
some of his fastballs at well over 80mph).  One point of confusion is
that when the game shifts to showing the outfield you end up with a tiny
overhead view of the infield as an inset, and that seems to cause quite
a bit of confusion as to who is on what base, etc.

Overall, though, if you're into sports and have even a minimal under-
standing of baseball, then you should like this game quite a bit!  It's
a lot of fun for a group of people, and is a good example of an enjoyable 
two player game for the TG16 too.

	Graphics:	9
	Sound:		7	(why no "Ouch!" sound when a batter is beaned?)
	Playability:	8

	Overall:	8

	World Class Baseball for the NEC TurboGrafx-16
		From Hudson Soft, distributed by NEC

------------------------------
 
Date: Mon, 20 Aug 90 13:46:18 -0400
From: ppplee@eleazar.dartmouth.edu (Peter Lee)
Subject: TurboGrafx: King of Casino

"Welcome, King of Casino!  Get ready for the most realistic video casino
games ever.  King of Casino features brilliant graphics, realistic
sounds and true-to-life action and odds.  You take off on a whirlwind
adventure with action that rivals 'Vegas', Reno and Monaco!"

King of Casino can be played by up to five players simultaneously
(optional Turbotap attachment required).  There are three modes in which
to play:  Normal Mode which includes "animation and sound effects which
convey the atmosphere of a real casino", Fast Mode which is a
"high-speed mode for those who want only to bet and see the results",
and Party Mode which is a "multi-player competition to see who is first
to reach a pre-determined amount of money."

When the game starts, you are greeted at the front desk and asked to
register.  Here, up to 5 players can be registered (at least two players
are required for Party Mode).  You are then prompted for to choose
either Continue or New Player.  If New Player is chosen the players then
enter their names and begin.  If Continue is chosen, you are prompted to
input a password, then you may begin.  All new players start out wiht
$10000.

Everybody starts out in their hotel room.  You are shown the amount of
money each player has and the number of times that a password will be
shown.  While staying in the room, you can choose from several things to
"see".  You can "go" to the front desk to change between the Normal and
Fast modes.  You can choose which BGM, if any, to play.  You can see a
password which keeps track of your name and the amount of money you have
(this can be displayed 10 times total).  You can also see a graph
showing you how your money has increased or decreased throughout the
day.  You can also buy shop data which tells size of casinos, number of
tables, and a difficulty rating.  You can also exit...

After exiting from your room, you are shown a street map.  You use the
direction key to select a casino (there are 15 casinos), press Button I
to enter.  Now you're in!

While in the casino, move the arrow around to a table that you want to
play.  To exit the casino, make your way to the cashier and press Button
II.

There are several games to choose from, Poker, BlackJack, Roulette,
Slots, and Keno.  I won't go into detail about each game, but supposedly
the odds are "just like the real thing".

In Poker, you win money depending on how good your "hand" is.  After you
bet, you are dealt five cards.  You can then keep or discard as many
cards as you want in order to better your hand when you re-draw (only
once).  You then win certain multiples of your inital bet.

In Blackjack, you play against the computer.  After you bet you are
dealt two cards, you can then hit or hold until you either bust (go over
21), reach 21, or get a number less than 21 that you are satisfied with.
The computer hits in 16 and holds on 17.  If you beat the dealer's hand
you win back your bet plus the amount of your bet.  If you get Black
jack (21 on two cards), you win back your bet plus two times the amount
of your bet.

In Roulette, you bet to see where on the roulette wheel the ball falls.
You win money depending on how you bet.  For example, if you bet that
the ball falls on 5 and it does, you win 36 times the amount of your
bet.  There are many, many combinations and possibilities, too many to
explain here.

In Keno, you can pick up to 15 numbers out of 80 and try to match as
many as possible when they draw fifteen numbers (supposedly at random).
It's a lot like the lottery.  You win money according to how many
numbers you match against how many you picked.  For example, if you pick
15 and hit all 15, you win 50000 times the amount you bet.

Slots are slots.  Put in your money (up to $250 per line), pull the arm,
and wait for the drum to stop.

But enough about rules!  This game, much like real gambling, is very,
very addictive.  I mean, if you win, you can't stop because you're on a
winning streak, and if you lose, you can't stop because nobody likes to
go away losing.  I ended up playing this game for many, many hours,
trying to build up my winnings to the King of Casino level of
$10,000,000.  I eventually did this and was extremely pleased to find
out that there is then a championship round where you actually get to
play for the casinos themselves!  I haven't played this round much,
though.

Personally, I started out playing blackjack, then did some slots, and
ended up playing poker 95% of the time.  It was good to be able to build
up some considerable winnings at blackjack, waste some of it at slots,
and then parlay that into millions of bucks!  I tried roulette, found
the rate of return much to slow, and went back to poker.  I even played
keno when the keno girls came around asking me to play.  Now let's get
specific...

Control was good, the arrow that showed postion moved smoothly and
freely around both the streets and the insides of the casinos
themselves.  Control of bets was also very well done, I never misplaced
a bet because I botched the controls.  Playing the games themselves,
especially poker and blackjack, where you must interact with the dealer,
was very easy to learn and easy to control.  Besides that, there really
isn't much controlling going on.

The sound effects were pretty lame.  I mean, there really weren't that
many:  shuffling cards, clinking coins, roulette spinning, and the slot
machine.  I can't remember any more of any significance.  But then
again, what kind of sound effects do you expect?  The BGM was
horrible!!!  After playing for 5 minutes, I "ran" back to the hotel to
turn it off.  Thank goodness I was able to do that!  The BGM consisted
of a 15 second ditty repeated over and over and over and over.
Arrrggghhh!!!

The graphics in this game are excellent.  I expect as much from the
TG-16 though.  The playing cards actually look like cards, the roulette
wheel is drawn and animated very nicely, and the slots are actually
kinda' interesting to watch (there are two different slot machines.
What I mean by different, is that there are different pictures).  There
are four different dealers, two men and two women.  This helps to add a
little bit of variety to the game.  The only difference is appearance,
though (as far as I can tell).  The Keno girls are drawn like "Playboy
bunnies".  They are pretty and buxom.  It's too bad there is only one
shot of them :-P :-)!!!  But seriously, the graphics are very well done.
There are also screen shots lauding you as you reach certain money
levels.  They are at $100,000, $1,000,000, and $5,000,000.  These
screen shots are beautiful.  Again it's a shame that there are so few.

             Gameplay:          8
             Sounds and BGM:    2
             Graphics:          9
             Story:             6
             Difficulty:        8
             
             Overall:           7

     King of Casino, for the NEC TurboGrafx-16

------------------------------
 
From: Sanjiv Sarwate <sarwate@ux1.cso.uiuc.edu>
Subject: Mac: Welltris 

Welltris, as the name implies, is the sequel to Tetris, the hot tetrominoe
game written by Soviet programmer Alexey Pajitnov, and distributed in the
spirit of Glasnost by Spectrum HoloByte.  Be warned now, this game is as
addicting as Tetris. 

The object of Welltris is pretty much the same as Tetris.  Form a variety
of peculiarly shaped blocks into complete straight lines of eight squares.
This time, however, the pieces range from two to five cubes in length, and
are falling along one of four walls in a deep well.  The object is to move
these pieces around the walls, and rotate them so that they form complete
lines of eight, either horizontally or vertically.  A piece will drop and 
move along the floor of the well until its progress is impeded by other 
pieces or the oppposite wall.  

Welltris is not an easy game.  Visualizing things in the 3rd dimension is
not always easy, and as the pieces start dropping faster and faster, the
game becomes one of nerve.  "Don't Panic".

One feature Welltris shares with its predecessor is the insanely fast
level.  In Tetris it was level 9, in Welltris, it's level 5, where
Pajitnov smiles at you from the graphic on the side as you struggle to
rotate and fit pieces into the grid as they fall at light speed.

Welltris is not a game for those looking for arcade action.  It is a
thinking game, after a fashion.  It does share one arcade feature
however; no matter how good you are at the game, there is a ten year-old 
who can beat you every time.  In this case, it was my brother.  As I was
struggling to break 10,000 points, he had racked up scores of 12,000 and
up!

	Welltris, for the Apple Macintosh
		From Spectrum Holobyte

------------------------------
 
From: dachurch@athena.mit.edu  (Doug Church)
Subject: PC: Centurion

Centurion has incredibly pretty 320x200 256 color static graphics, and 
a nice full field army battle mode which is fun yet quite simple and 
fast.  In fact, it's a great idea for a game; don't just fight wars 
but actually have diplomacy and chariot races and populaces to appease 
and so forth.  

Unfortunately, other than the battle it really doesn't work.

Gladiatorial combats are totally lame.

Chariot races would be nice if there were turns.  You are seen top
view always heading north.  You can tell where on the track you are 
by looking at the four colored pixels in the nice static map drawn
above.  When you win them you parade in front of the crowd, which
never moves.  It remains completely static.

Sea battles are one on one, but you bounce off the edge of the screen,
and if you win or lose it has little to do with the overall battle,
represented as numbers changing independently of your actions on the
bottom of the screen.

The diplomacy is a total joke.  Indeed, a typical diplomatic sequence
is pretty similar to:

   I click on "Diplomatic" intention
      "What lies do you wish to spread, roman swine"
   I click on "Friendly" intention
      "Speak your part and we will see what accord can be reached"
   I click on "Offer Alliance"
      "Your silence begets death.  We go to war"

Hmm....

The graphics are really nice, though static.  In general, the game
is conceptually good enough that it made me wish that the authors had 
bothered to write all the other modes, as opposed to do them in two 
day hacks.  In _Dragon Wars_ the author brags on the back about how it 
was written in 3 months and two disk sides.  This game shows similar 
mentality.  It is an ok game, better than many, but it could have really 
worked, instead of being skimped on as it was. 
 
An extra month of work on the various other modes and some debugging
(did they really ever notice that diplomacy just doesn't work?) and it
would be terrific and I could easily recommend it, but as is I can only 
recommend it in comparison to most of the other junk out there, as 
opposed to due to its own merits.  
 
Challenge-wise, expect about 3 hours to become Caesar at the simple 
level (Galley Slave).  A little longer than Loom.  There are higher 
difficulties, but they basically require only more time to master the 
individual "events", the strategy and winning requirements seem 
similar.  I didn't bother... I havent really played since winning the 
easy level, and even then I only barely stayed interested.

------------------------------
 
From: cmcmanis@Eng.Sun.COM (Chuck McManis)
Subject: PC: Flood

Flood is a "pick-em-up" type game in the genre of Mouse Trap, or Aunt
Artic Adventure.  Your character "Quiffy" has to eat all the trash on a
particular level before moving on to the next level by entering a
teleport.  Of course to get to all of the trash on a particular level
one must enlist the assistance of various environmental features which
make up the "puzzles" in the game.  Quiffy has the ability to crawl on
walls and ceilings (as long as they aren't covered with ice) and can
jump from place to place as well.  

Livening up the action are an assortment of comical characters who
Quiffy has to either eliminate or avoid in its quest for trash.  Some,
actually generate trash, others eat trash and sort of "help out".  Like
most pick-em-ups this game doesn't have the adrenalin pumping action of
a shoot-out.  This makes it a bit easier for the younger crowd and it
promotes an environmentally sound message (pick up trash).  The time
twist (which prevents you from spending all day on a level) is that
every level has a faucet, and the faucet is turned on and filling up the
level with water.  Quiffy can swim but it can't hold its breath forever.
So you must finish the level before it fills up with water or you are
effectivly dead.

Like many home games this one is copy protected and can't be installed
on a hard disk.  (Which is annoying because it uses both disk protection
_and_ a word from the manual type protection.)  I haven't run it on
anything except a 68000 under 1.3.  It does allow you to type in a
password to get to a level higher than 1.  I managed to guess the
password for level 6 fairly easily.  The manual (a poster actually)
mentions that some levels have a question mark ("?")  which contains the
password for that level.

Overall reccomendation is a thumbs up, the puzzles are fun and the
gameplay entertaining.  Lightning fast reflexes are not required and the
game can be paused while you're trying to figure out how to get from 
point A to point B.

------------------------------
 
From: Glen Matthews <CCGM%MCGILLM.BITNET@vm1.mcgill.ca>
Subject: PC: SimCity

For the uninitiated, SimCity is - according to no less an authority
than the Cable News Network - Nintendo for adults.  Basically, it 
allows you to build your ideal city. You take the high view.  Looking 
down at your city, you see buildings rising, traffic flowing, residential
areas expanding (and contracting), and businesses either failing or
succeeding.  Boats sail down the rivers, airplanes crisscross the sky,
traffic 'copters alert you to rush hour traffic - and every now and
then, disasters strike!  Mind you, you aren't troubled by the need to
decide where the buildings are placed, when to build a house, and
where the traffic is - the Sims, denizens of SimCity, do all the
building, living, and dying in the city for you.  If you are benevolent 
and do well by them, they praise you and rejoice.  And if you are a 
stinker, this knowledge is imparted to you, too!

What does one actually do?  What "knobs" are available?  Well, land
is divided up into square zones.  You have the choice of zoning each
cell into Residential, Commercial, or Industrial.  Period.  You cannot
build, and you cannot import people. The Sims decide on their own to
migrate or not to migrate, to build or not to build, and to leave
or not to leave.  Zoning these areas costs you something, and you
initially have a small amount of money.  Deplete it too quickly and
you can do nothing in terms of altering the landscape.  However, you
can replenish this fund - via taxation. You can set the tax rate.
Set it too high and everybody exits stage left. Set it too low and
a large population accumulates, but all clamouring for services and
facilities that you cannot afford to provide. (Unlike real governments
you cannot employ deficit financing - you must live within your means!)

Services and facilities - this refers to the other things that you
can do, such as building roads and bridges, laying out power links,
placing police stations, fire departments, ports, airports, power
plants, etc. Providing all of these things takes funds. The basic
problem, then, is to steer a path between no or negative growth and
excessively rapid growth, so as to have a happy populace and a
clear conscience. An airport is useless until you have the right
population base to require and support it. Parkland is important -
it helps determine the quality of life. Proximity to industrial areas
determines the cost of housing - so for the already familiar, know
that by placing some housing by smokey big factories and some housing
farther away, one can provide lower cost housing as the Sims demand!

I'm told that the cutest aspect of this simulation is the moving
traffic and OF COURSE the little train that puffs around your city
on the railways that you build. I guess that's true - it's a nice
touch.

How does the user interface work?  In short, well. I've used it on
a CGA, EGA and VGA screen, all WITHOUT a mouse (the program is designed
to be used with a mouse) and the user interface facilitates and does not
intrude in the activities of the simulation.  Although I haven't used
it with a mouse (yet), I'm sure that it's even easier to use with the
little beasty.  The interface is menu driven, with a set of icons on
the left side of the screen.  There is an overall city map, upon which
various demographics can be displayed (population, crime, traffic, etc.)
as well as the detailed section map comprising most of the screen. The
global map can be hidden and brought back at will, and serves as a
geographical pick list, allowing you to quickly move from one section
of the city to another.  It also helps organize your overall view of the
city. Various graphs can also be brought up, showing the change of
various demographics with time - useful in pinpointing where problems
may lie.  Of course, cities may be saved and restored later.

An interesting wrinkle is the pre-programmed scenarios, such as
a nuclear meltdown in downtown Boston, or an earthquake in San Francisco
or Godzilla showing up (where else) in Tokyo (I think!!!). In these,
you are placed into more of a game setting in that you are given a
fixed amount of time to set things right. You make it or you don't.
These scenarios can also be saved, resulting in simple city files
that can be modified, etc.

Another aspect is the Terrain Editor, available separately. This
tool allows you to build your own city - for example, I've constructed
a simulation of Montreal [without the Mohawk warriors and Canadian
Armed Forces, mind you!!!]. An idea that I've passed around several
times is that of a city bank, where those living in various cities
could construct maps of their cities and make them publicly available.
[My version of Montreal is available for the asking, BTW.]

Some of the bad points:  first, copy protection.  This game is copy
protected by asking you to provide either a city name or population
figure from a sheet provided with the game.  While cute at first, it
quickly palls.  The information on the sheet can be transcribed and
passed around, and there exists a patch to unprotect it.  Apparently,
though, Maxis has kept it's ear to the ground and produced a version
slightly different than the one that the patch applies to.  Anyway, one
has to be sympathetic to Maxis; apparently they've had the devil of a
time with pirated versions.

Another bad point - installation is a pain. And the type of monitor
is not easily specified.  Little documentation exists about the
requirements.  On a CGA the simulation uses B+W for greater resolution.
The install program generates a binary config file, if my memory serves
me right.

And of course - the Terrain Editor should be part of the initial package. 
(Of course, a random terrain can be generated with just SimCity, but 
sometimes one wants more control.)

The user documentation, though, is pretty good. It has a discussion of 
urban planning concepts and a bibliography. And the "input and output 
of this brand-new kingdom" are  well documented with illustrations.

A random note: floating around on the network somewhere is the SIMCHEAT 
program, which basically zaps the funds field and provides you the urban 
planner with millions of dollars to do with as you will. Sort of like how 
cities REALLY operate ... and the money is about as real, too!!!

This is an excellent game/simulation/challenge. I'd give it a 10 out 
of 10 - second guessing is easy to do, and this program inspires
few second guesses.  I'm holding my breath for SimPlanet, the global
sequel promised by Maxis soon!

    SimCity for the IBM, Tandy, Mac, Amgia and Commodore C64
	From Maxis Software, distributed by Broderbund

-------------------------------------
 
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