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                     Digital Games Review Digest, Number 10
 
                          Monday, September 10th 1990
 
Today's Topics:
 
NES: 			          Vindicators
NES: 			          Vindicators 
NES: 			        Double Dragon II
NES: 			        Friday the 13th

TurboGrafx: 		        Bonk's Adventure
TurboGrafx: 		        Military Madness

GameBoy: 			Gargoyle's Quest

[Editorial note: you'll notice that there are two reviews of the same
 title in this issue.  In general, we believe that the more perspectives
 you get of the same title, the better.  If you don't agree, drop us a
 note letting us know why...   					-- Dave]

----------------------------------------------------------------------
 
From: cchan%sal-sun37.usc.edu@usc.edu (Clifford Chan)
Subject: NES: Vindicators

This is the home version of the tank game you may have seen in the arcades.
Basically, you or you and a friend control futuristic tanks with the mission
of destroying (what else?) enemy space stations.

Game Play

I wish it were better.  My main complaint is in the arcade version you
can steer your tank and rotate your gun turret at the same time.  This
made for some fun maneuvers you could come up with to defeat the ememy
tanks, pillboxes, and saucers you run up against.  In the NES version
your gun is simply fixed in a forward postion.  This means to hit
an enemy tank you basically have to steer into it, which means it
hits you.  I ended up rammoing my tank into the enemy while firing,
which takes no skill at all.  I still managed to slaughter hundreds
of enemy tanks.

There is not much variety in game play.  You have tanks, saucers,
pillboxes, supertanks (whatever), and the occasional boss at the end
of a section to defeat.  That's it.

Of course, you do get power-ups for your tank.  You earn these bu collecting
stars that are scattered about the battlefield.  You can earn extra fuel,
shields, shot power, speed, etc.

Once in awhile, you enter a bonus room where you have a limited number of
seconds to collect stars, extra weapons, and fuel.  If you do not drive out
of the room in time, you`re history.

I should mention one more thing about fuel.  There is just barely enough
of it in the game to keep you alive if you go at full speed through the 
various scenarios.  What really doesn't make sense, and what I can't stand,
is the fact that you burn up fuel just as fast just standing still!  That
means, if an enemy tank is around the corner shooting at you, you must charge
into its line of fire and blast it.  You cannot wait for it move, or you will
run out of fuel and die.  This encourages the ram and fire technique, if you
can call it that, that I mentioned earlier.  There is no room for strategy
or finesse in this game.  Disappointing for a Tengen game.

GRAPHICS

Really terrible.  The tanks reminded me of my tanks in the old Atari 2600.
Everything lacks detail, looks bland, no creative use of color.  Again,
a lot was lost in the translation from the arcade version.  Extremely 
disappointing.

SOUND

You know what's coming, don't you?  Very repetitious.  Uninspiring.  Dull.
Ugh.  I can't even remember what the music sounds like, that's how forgetable
it is.

FUN

I tired of this game very quickly.  My roomate didn't even bother to try it.
I should say here I liked the arcade version, and that's why I forked over the
$$$ for the NES version.  In all fairness to the game, I would say it is
concievable that some people would like this game.  But, definitely rent it
first before buying.

	Game Play: 	3
	Graphics: 	2
	Sound: 		2
	Fun: 		2.5

	Vindicators for the Nintendo Entertainment System
		by Tengen

------------------------------
 
From: Jimmy Chan <jc@ocf.Berkeley.EDU>
Subject: NES: Vindicators 

GAME DESCRIPTION:  The year is 2525, and the planet Earth is in peril.
Its destruction is imminent unless you stop an attacking force of evil
alien space stations.  Riding inside Vindicators, the most powerful
battle tanks ever created, you must infiltrate each station, and destroy
its control center.

Such is the premise for this 1-2 player game by Tengen.  Players roam
through each station level by level, battling tanks, mines, gun turrets,
and assorted baddies with their Vindicators.  Sprinkled throughout are
extra packets of fuel, stars, and power-up items.  Collected stars are
used to purchase various options for your tank after each round (i.e.
increase tank speed, increase shields, buy weapons, fuel, etc.).
Players can start the game with zero, twenty, or forty stars, depending
on difficulty level.  The first few levels are kind of easy.  I would
have like the ability to skip ahead, but there is no such feature.

In the 1-person game, the player can choose either of the colored tanks.
The tank chosen depends on which of the controllers are used.  In the
2-person game, one person controls each tank.  The left and right
buttons on the controller pivots the tank left and right, respectively.
Pushing up on the controller moves the tank forward, while pushing down
moves it backward.  Pressing the "A" button fires your cannon.  Pressing
the "B" button launches either Smart Shots (able to home in on an enemy)
or Bomb Cannons (packs more power than regular shots).

When I first saw this game, I thought it was a split screen game where
players fought it out with each other.  Well, there is no split screen.
A tank at the top of the screen must wait for the tank at the bottom to
move up before the screen will scroll.  And, shooting the other player
merely transfers some of your fuel to his tank.  Thus, Vindicators can
be played either as a cooperative game or a competitive one.  You can
purposely block scrolling of the screen, waiting out your opponents fuel
supply or you can work together, sharing fuel and defense resources.

GRAPHICS/SOUND:  The graphics and sound on this game are only average.
Tanks and backgrounds seem blocky, and there is not much variety in the
use of color.  Sound mainly consists of a recurring theme, and explosion
effects (although I must admit the music does raise that anxiety level
when you are down to those last few seconds of fuel).

DOCUMENTATION:  The instruction booklet that comes with this game is
extremely poor.  Only the bare bones descriptions of power-ups and
enemies are given.  It would have helped to know what mines looked like,
or what that little pentagon you just ran over did (it raises your
shields).  As it stands, trial and error are about the only ways to
learn anything in this game.

SUMMARY:  This is an alright 1-person game, but a very good 2-person
game.  It's easy to learn, and human interaction spices up the game just
enough to make it interesting.  A good game to have around when
entertaining friends.

	Graphics/Sound: 	5
	Documentation: 		2
	Playability: 		9
	Overall: 		8

	Vindicators for the Nintendo Entertainment System
		by Tengen

------------------------------
 
From: Mark Runyan <runyan@hpisoe6.cup.hp.com>
Subject: NES: Double Dragon II

Reviewers: Chris and Mark Runyan

If you want one or two hours of entertainment, especially fast-paced
and pseudo-violent entertainment, Double Dragon II would be a good
choice.  It has enough action to keep you occupied, it doesn't require
extensive training, reading, or superhuman reflexes (until later
levels), and the music is such that it doesn't get on your nerves very
quickly.  On the down side, the game has no continues, has flawed
graphics, and incomplete documentation.  In other words, the game is a
lot of fun, despite itself.

Chris (age: 8) likes to put a game into the NES and start it up
without reading the instructions.  Double Dragon II is one of those
games that you can start playing with only a quick scan of the
instructions.  It is important to read the instructions and learn that
to attack to the right you hit the B button and to attack to the left
you hit the A button and to jump you hit both the A and the B button
at the same time.  With that knowledge, you can start playing and
learn as you play.  There will be times when you hit some odd
combination of buttons and something surprising will happen and you'll
turn to the instructions to find out how to do that again since it was
so effective, but Chris found and understood many of the special moves
through trial and error.

When I (age: 30) tried the game, I was pleased to note that you don't
have to master all the special moves requiring specific combinations
of buttons in order to survive.  The special moves decrease the amount
of time spent tussling with an opponent, but are not always required
to defeat the enemy.  While Chris is fond of the "Spinning Cyclone"
kick, which requires a dexterity and timing that I haven't mastered, I
find that it is possible to defeat an opponent just knowing the
simpler moves.

Happily, this game does have a two player mode.  The two player mode
is basically a cooperative two player game, allowing both players to
fight the evil shadow warriors.  Chris and I were able to combine our
separate strengths in this game to cover each others weaknesses,
increasing how far we could get into the game.  And, since I like to
play video games, too, it is always nice to encounter a game which
allows Chris and I to play at the same time and not against each
other.

The game does use a couple of interesting concepts that I really
appreciate.  The obvious one being the "pointing hand" that indicates
that you should move on to the next screen.  This comes from Double
Dragon I, and shouldn't be much of a surprise to players of that game.

Another nice concept is the way the controls work.  Once you've played
through the practice scene, you sense how intuitive the controls
actually are.  Since the meaning of a button is dependent upon what
your character is currently doing, the button almost always does what
you want when you hit it.  However, I do wish that they had chosen
something besides hitting both the A and B button together to mean
jump.

There are some bad points which detract from the game.  First, I find
the lack of continues frustrating.  As you penetrate deeper into the
game, it becomes harder to stay alive to figure out what to do next.
Chris simply sees this as a good reason to keep playing, but I get
frustrated upon dying in the lower levels merely because I can't time
the jumps without lots of practice.

Another irritating point is the annoying problems with the graphics.
The game is playable, but sometimes the graphics gets in the way.  The
scrolling on the game as your characters move along is very rough.
This doesn't detract from the game (unless you are just watching it as
a spectator).  However, the framing of the scenes is off.  Sometimes
you see part of the top of the scene under the stats that are on the
bottom of the screen.  Other times, the opponent you are fighting
retreats off screen and you have to fight blindly, hoping that your
blows are landing properly.  Not that having the opponent on the
screen means you know where they are.  In some of the major melees
when characters and opponents are formed up in a tight group, you just
punch with everything you have and hope you are making the necessary
connections.  Usually all you see is a flickering mass of shifting
colors representing where the battle is taking place.

The final point of frustration I'll bring up is the of information on
who it is you are fighting and why.  The story line tells you that you
are out for revenge because the Shadow Warriors killed your girlfriend,
Marion, but there is no explanation of the opponents and who they are
(Chris and I made up names for each so we could refer to which type to
prepare for next).  Some of the characters appear to be from Double
Dragon I, so if you want names, you may have to play Double Dragon I
first.  Of course, you don't need names to fight in the game, but every
once in a while I wonder just who the big nasty guy at the end of
Mission 1 is and why does he vanish into his helmet after he is
defeated?

To sum it all up, the game is definitely fun to play.  Chris's comment
on this was just:  "It's fun!"  I think he enjoyed the action and the
challenge of handling multiple opponents and pretending to face
unreasonable odds and winning.  While I wouldn't have bought this
cartridge for myself, because of my frustration with the lack of
continues, Christopher really enjoyed the game.

  Graphics:          3             Rough and confusing
  Sound:             8             Good music and audio cues
  Fun Level:         10            Tends to degrade to 6 after a several plays
  Intuitive Feel:    5             Can play without extensive training
  Documentation:     2             Good thing the game doesn't require it

  Overall:           8		   Chris thought it was great!

	Double Dragon II: The Revenge for the Nintendo Entertainment System
		By Acclaim Entertainment

------------------------------
 
From: Mark Runyan <runyan@hpisoe6.cup.hp.com>
Subject: NES: Friday the 13th

Reviewers:  Chris and Mark Runyan

This is a game that at first seems to be rather simple.  This illusion
is quickly dispelled as you read the instructions and attempt to play
the game.  One can play the game without reading the instructions, but
it is doubtful that the uninformed will survive for very long.

The game starts with six counselors, which are your game pieces, so to
speak, and 5 children.  The counselors are spread out on the game board,
and the objective is to defeat the computer opponent, Jason, who will
wander at random, attacking both sleeping and moving counselors, and,
again at random, the children.  Should Jason defeat all the counselors,
or kill off all the children, the game is over.  The counselors must arm
themselves, fight off Jason (he can be chased away if he attacks an
"active" counselor who is sufficiently armed) and his minions (various
zombies and other critters that attack the "active" counselor), and
protect the children, while seeking for the weapon that will ultimately
defeat Jason.  There are clues and hints on where to find various
important power items, and regions of the game board that must be
explored and mapped.  If Jason attacks a non-active counselor or the
children, the player must somehow rush over and protect the counselor or
children.  Switching between counselors requires the proper rituals, as
does passing weapons and materials between counselors.

If this doesn't seem complex to you, then you just haven't tried to play
the game.  There is a 'strategy' section in the instructions, and you
had better read it if you intend to defeat Jason.  You are not required
to try to find all the necessary items, solve the puzzles, or map the
unexplored areas, for the game has plenty to keep your active counselor
busy (Jason's minions have a tendency to pop up at the worse times), but
the game won't last long unless you put a little bit of thought into it.

Chris (age:  8) plays only for the immediate challenge.  Defeat the
constantly attacking minions (zombies, ravens, and wolves) while chasing
after Jason, from one alarm to the next.  He will, occasionally, wander
into the unexplored areas to see what he can find, but hates to get lost
there.  At first, he was often defeated by Jason because Jason would
simply attack and kill off all the children and Chris didn't know to
protect them.  After some play, Chris was able to locate interesting
points in the game, though it seems difficult to stay alive long enough
to learn the proper strategies.

Mark (age: 30) was constantly frustrated by trying to understand the
various types of graphics screens.  The game provides a view of the
board (and your position on it), a side view as the active counselor
moves along the paths of Crystal Lake, and a 3-D view as the active
counselor explores cabins and hidden rooms.  The 3-D view takes some
getting use to, especially if you are trying to explore one of the
"large" cabins.

In all, this game isn't one you just sit down and play.  You've got to
play a few times to get some idea of the strategy of the game and then
you have to solve the puzzles presented to you.  You can play it for
the fun of battling the zombies, or you can play it for the serious
challenge of attempting to out maneuver Jason.

  Graphics:             5	   Some thought put into it
  Sound:		4	   Fair audio cues; very repetitive music
  Fun Level:	     	7	   More fun if you put thought into it.
  Intuitive Feel:       5	   Buttons do what you expect most the time
  Documentation:        6	   Describes the important basics

  Overall:              5          Chris liked it "a little bit".

	Friday The 13th  for the Nintendo Entertainment System
		By Enteractive Video Games

------------------------------
 
From: Cliff Yamamoto <cyamamot@aludra.usc.edu>
Subject: TurboGrafx: Bonk's Adventure

In Bonk's Adventure, you are the 'caveman dude', bonking your way
through mazes and paths to eventually rescue your beloved princess.
This game is analogous to Nintendo's Mario Brothers line of games, but
with a twist.  Everything takes place in prehistoric times and is
limited to only one player.  Also our hero Bonk can literally 'use his
head' to knock-out and destroy his enemies.  Bonk's Adventure seems to
be NEC's answer to Mario Brothers and accomplishes this quite well.

I haven't played Mario Brothers too much, but I'm quite certain Mario
can't flip and tumble in the air like Bonk can.  In later game play,
this becomes crucial as Bonk can actually fly for some distance as he
turns and tumbles in the air.  This is accomplished by pressing the
'bonk' button repetitively (or setting the auto-repeat as desired on the
TurboPad or TurboStick).  Like Mario, Bonk can also jump at various
heights, depending on how long you hold the jump button.  But unlike
Mario, the jump button can also allow Bonk to chew his way up the sides
of trees and cliffs.  Since Bonk will encounter cliff walls too high for
him to jump over, he often must chew the rest of his way up.

Bonk's Adventure has 7 worlds.  There may be hidden worlds, but I
haven't come across any yet.  At the end of each world, you will
encounter a creature who must be thoroughly 'bonked' in order to finish
and exit that world.  There are many scenes in each world; some in the
jungle and underwater, while some in quicksand and among the clouds.  A
variety of other scenes exist, but each is unique.  Of course as you
progress farther into each world, the creatures from previous worlds
will also be there to greet you.  At times it doesn't pay to walk on the
ground since it can be poisonous and takes away much of Bonk's strength.
Bonk can become invincible for a little while if he manages to eat
enough meat in time.  All the meat, fruit and vegetables can be found as
Bonk makes his way through each world.

Now for some technical highlights.  The game is very well programmed.
I've heard that some don't feel Hudson Soft makes quality software.
Well it could be I haven't played any of their other games, but Bonk's
Adventure is great!  The playfield is very colorful.  There is never a
problem with flicker or any sudden pause or slowdown during the game.
Bonk responds quickly and faithfully to any movements on the
TurboPad/Stick.  Sounds effects are of regular quality (not bad, but
nothing spectacular).  There are sound effects for everything (bonking,
jumping, running water, etc.)  except for the creatures.  It would be
neat to hear the creatures approaching from the left or right side on
the appropriate stereo speaker.  But I suppose it would be irritating
listening to every "flap", "crunch" and "stomp" that each creature
makes.

Well some may think I nitpick, but I wish Bonk used the memory
capability of my TurboBooster Plus.  Since it doesn't, I have to leave
my TG-16 on all the time.  I'm just to lazy to go through all the worlds
again when I'm already up to world 6.  This is another feature of Bonk's
Adventure, since you can continue from the world you last died in,
rather than back from world 1.  It also plays some BGM which cannot be
turned off.  Actually it's not too bad since the BGM changes with each
scene, but there only appears to be about 4-5 actual variations in the
BGM.

In a nutshell, I'd recommend Bonk's Adventure completely.  It is fun and
addicting.  Like Mario, there are many hidden ways of getting more points
and lives, which continues to keep it challenging.  It has just the right
difficulty to keep you playing, *BUT* not so much to get you discouraged.
In fact, the main reason I bought my TurboGrafx-16 was to play Bonk's
Adventure.  Well actually, my SO thought the Bonk character was cute which
may have been another reason.  ;-)

        Graphics:       10
        Sound:           8
        Playability:     9

        Overall:         9  (Great cure for Mario syndrome)

        Bonk's Adventure, for the NEC TurboGrafx-16
		by Hudson Soft

------------------------------
 
Date: Sat, 8 Sep 90 16:22:17 pdt
From: wang@hpdmsjlm.cup.hp.com
Subject: TurboGrafx: Military Madness

The year is 2089.  The Axis Empire's surprise attack has captured most
of the moon.  You, controlling the armies of the Allied Forces, are the
only person who can stop the Axis Empire's evil conquest.

Military Madness is a military simulation game for the TurboGrafx 16
system.  It is designed for either one or two players.  Player one
controls the Allied armies.  Player two controls the Axis armies.  When
in one player mode, the computer always controls the Axis armies.  To
clear a stage, you need to either totally destroy the enemy, or to
capture the enemy's prison camp.  There are 16 basic stages, and 16
advanced stages.  A simple stage usually takes about 15 minutes to play.
While the most advanced stages could take about 2 to 3 hours to
complete.

Army units are deployed and moved on a lunar landscape that is divided
into identical hexagon zones.  When one army unit attacks another army
unit, they will battle it out right on the screen.  Fires are exchanged;
the unlucky units are vaporized instantly!  The outcome of the battle is
determined by a number of factors.  Some of the factors are:  relative
army strength, past battle experience, and surrounding army support.
Same as in real life battle, chance plays a small part in determine the
outcome of a battle.  The lucky shot of a hand laser can disable a tank,
but foot soldiers usually do not survive 203mm artillery attacks.

There are 23 different types of army units in total.  Each unit has
their special strength and weaknesses.  Roughly, the units can be
separated into the following categories:  space crafts, tanks,
artilleries, high speed attack buggies, foot soldiers, and transport
units.

All these complexities can seem overwhelming, but it's not.  The game
starts out with simple army types.  As you gain experience, new army
types are introduced gradually.  It's fun to learn how a new army type
works.  It's even more fun to see the enemy being blown up by your
Grizzly tanks' pincer attack.

The extensive manuel system also makes Military Madness easy to play.
There is a comprehensive on-line manuel.  By clicking on an army unit,
and selecting the 'guide' option, you can get a short summary on that
particular army type.

The music in Military Madness sounds like electronic version of military
marching tunes.  It can get repetitive at times.  The background music
will change when the tide of the battle turns.  The sound effect is
nice, but nothing to get excited about.

The Axis Empire have more army units and fire powers then the Allied
Forces.  However, you are much more skilled at tactical thinking.  At
the highest level of strategic gamesmanship, you can overcome computer's
3 to 1 troop strength advantage in the last few stages.

The only gripe I have with Military Madness is that there is no way to
tell how far exactly a particular enemy unit can go.  I end up having to
manually measure on the screen to see if my forces can be attacked by an
enemy unit in the next turn.

For those who are tired of the typical one day appeal shoot-them-up
games, Military Madness might be the perfect alternative.  With 32
carefully designed battle fields, it can keep your interests up for
several weeks.

	Playability:  9.5 
	Graphics:     8 
	Sound:        7

	Overall:      9

	Military Madness, for the NEC TurboGrafx-16 
		by Hudson Soft, distributed by NEC

------------------------------
 
From: dougf@infmx.informix.com (Doug Fielder)
Subject: GameBoy: Gargoyle's Quest

Gargoyle's Quest is the latest addition to my Gameboy collection,       
and it is by far the best I've played yet.  You are Firebrand, the
gargoyle, and your quest is to travel throughout the land of ????
(don't remember.  Documentation is terrible.  More on that later)
picking up clues and weapons en route to the final showdown with
the big boss.  

Overview:  GQ is an action/adventure, the first one out for the Gameboy.  
One of it's greatest features is the password, something that IMHO most
of the good games for the G'boy have been lacking.  Without the 
password, this game would be impossible to solve (which I haven't 
done yet.)  The gameplay is much like that of the Zelda series.
You start out in one of the castles, killing bad guys, trying to make
it to the boss at the end of each castle.  Once you kill him, an
entrance opens and you walk outside to the overworld.  In the   
overworld, you walk around, checking for items, and talking to the
townspeople to get clues.  You have to search for an entrance to a
small village where there are a couple of rooms.  In one of the  
rooms there is a wizard or something who gives you the password, a la
Faxanadu.  After getting the password, you can resume the game from
that point whenever you start over.

Controls:  The controls are very simple.  In the overworld, you move 
Firebrand up, down, left and right.  You use the a-button to talk to
the people in the village.  In the castles, and when fighting various
enemies, you move left and right, and use the a-button to jump, and
the b-button to fire.  The great thing about this is that when you jump,
you can hit the a-button again to hover at the same altitude, while
still being able to move left or right.  You have a meter at the botton
of the screen that lets you know how long you can hover, and at certain
times throughout the game, you can increase that time.  You can also
climb walls.  If you jump up against a wall, you stick to the side of
it, enabling you to scale large walls.  Makes for some pretty slick
screens.  This is probably the one feature that sets this game apart
from the other shoot-em-up games.  Nice feature.

Difficulty:  This game is probably a 7 on a scale of difficulty, 10
being impossible.  Don't get me wrong, it's a fun game, but it is just
hard enough that you can't easily progress from level to level.  It took
me about 20 games to get to the first password area, and at least 30 more
to get to the second one.  That's where I am right now.  It's just tough
enough that you can't finish it in a couple of days, but easy enough that
you don't get stuck on one level and lose interest.

Password:  Although it doesn't use a battery, the password is the next
best thing.  There are only 8 letters/chars, and you don't have upper/lower
case, so it's pretty difficult to mess up the password.  There also isn't
the problem of transposing "0" and "O" because there isn't an "0".  

Sound:  Great!  Just like so many games for the G'boy, the sound is great.
Not much more to say.

Documentation:  Terrible, period.  As is the case with most G'boy games,
the instructions are very short, 7-8 pages, and very nondescriptive.  You
basically have to learn how to do things as you go, and if you forget,
you're history.  Definitely needs work.

	Sound:		9
	Graphics:	9   (Only Nemesis is better)
	Difficulty:	7
	Playability:	9
	Documentation:	4

	Overall:	9    Definitely get it!

	Gargoyle's Quest for the Nintendo GameBoy
		by Capcom.  $27.99 @ Toys 'R Us

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