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                     Digital Games Review Digest, Number 12
 
                          Friday, September 28th 1990
 
Today's Topics:
 
Genesis: 			     Columns
TurboGrafx: 			       Y's
TurboGrafx: 		       World Court Tennis 
NES: 			       Swords & Serpents
NES: 			             MOTHER
NES: 			         Ninja Gaiden II
Lynx: 			 Todd's Adventure in Slime World 
GameBoy: 		             Quarth
GameBoy: 			 Daedalian Opus

[Notes: we had some distribution problems with the last digest; if you
 didn't receive #11, please try to obtain it through the archive server.
 If you have problems with this issue, please send the entire header to
 the message back to me.  The archive server, by the way, is now up and
 seems to be running reasonably reliably; please see the informational
 note at the end of this issue for more details. 	-- Dave Taylor ]

----------------------------------------------------------------------
 
Date: Mon, 17 Sep 90 13:45:09 EDT
From: mfrose@caen.engin.umich.edu (martin f rose )
Subject: Genesis: Columns

Finally responding to the resounding user outcry for new Genesis
software, Sega, in their finite wisdom, has released Columns, an
adaptation of their little-seen arcade puzzler.  If you think the
Genesis is not the right platform for this type of game (as evidenced by
SHOVE IT!, which Dreamworks can do with that game for all I care),
you're in for a pleasant surprise.

Columns is what you might get if you crossed Tetris with Klax.  Pieces 
are falling into a pit on the screen, and each piece contains three 
colored gems in a column.  The arrangement of the colors in a falling 
piece can be rotated top-to-bottom.  The objective, of course, is to 
get three or more like-colored gems in a row--horizontal, vertical, or 
diagonal.  When they are "matched", the gems shatter and those above fall 
down to fill the gap.  This may also cause a match, and more falling, and
another match... Chain Reactions Pump Up The Juice!  (quote from the
demo, "How To Play With The Jewels") Since you are given a display of
what the next set of gems coming down will be, a reasonably quick
thinker can easily get along on the earliest levels.

The game is played continuously, rather than in discrete waves;
advancing through levels causes the columns to fall faster.  (In this
respect, it is similar to Spectrum Holobyte's computer versions of
Tetris, as opposed to Atari's arcade game.)  The objective, of course,
is to play for a long time.  Levels 1 thru 3 of the "arcade style" game
will point out any possible matches as the pieces are falling, which is
most helpful for learning to "read the board".  However, you can also
play an "original style" game which never gives hints.  Alternatively, a
game variation called "Flash Columns" is available, where the objective
is to remove a certain gem from the bottom of the pit as quickly as
possible.  And each type of game can be played in three further
variations:  one player solo, two player side-by-side (seperate pits),
or doubles (two players alternate dropping pieces into a single pit).

The doubles games are as far apart as a single game can get.  Doubles
Flash Columns is the epitome of cooperative gaming, where both players
work together to bring the game time down.  Doubles Original Columns,
however, is HIGHLY competitive, since each player has a seperate score;
each is trying to advance his own score while keeping his opponent's
scoring opportunities down.  This is the worst way for two total emenies
to get at each other that I've seen since Archon was first released for
home computers by Electronic Arts.

GRAPHICS -- 8.5
  It looks just like the arcade game; nothing spectacular,
  but what do you want?  Geez Louise, it's only a puzzle game!

SOUND/MUSIC -- 8
  It sounds really nice, but you'll be climbing the walls after
  a couple of hours.  There are 3 different BGMs to choose from.

GAMEPLAY/DIFFICULTY -- 8
  Maybe it gets a little too fast a little too soon.  But then,
  maybe I'm just a klutz.  Careful with that control pad; it's
  easy to miss your Big Chance with a quick diagonal push.

MANUAL -- 5  (you were expecting an improvement, maybe?)
  (*SIGH*)  The manual fails to explain a couple of minor, but very 
  important, features.  The game has the full demo from the arcade 
  version, though, so you don't need too much more explaining.

OVERALL -- 8
  If you're waiting for Tetris (ha ha) or Klax, give this baby a try 
  first.  You, too, can be a Columns addict like me! (I know one guy 
  who thought Klax was the greatest thing since the automobile -- now 
  he plays Columns all the time!)

	Columns for the Sega Genesis

------------------------------
 
Date: Tue, 18 Sep 90 02:25:31 -0400
From: ccastbh@prism.gatech.edu (Brad Hamlett)
Subject: TurboGrafx: Y's

Yes, Y's is a re-hash of the old Master System version.  But...
 
The game is incredible!  Y's is a good example of just what a CD game
can do.  REAL stereo sound, great use of the CD+G feature, CLEAR
digitized voices, and lots of game!  The game opens up with a soundtrack
and storyline that would have you believe that you are watching a movie!
The voiceovers are clear and believable.  This is all before the game
even starts.

The gameplay has been much improved over the SMS version...among other
things, you now have the ability to change the speed of the game (useful 
when you have a long way to travel over familiar terrain).  

For those of you unfamiliar with Y's, here's a brief explanation:

Y's is the first *true* RPG available for the TG.  You take the role of
Aldo, a swordsman who has answered the call to find the 6 books of Y's.
You must talk to townspeople to find out what has happened and then
follow the clues to find the books.  Along the way, you must find or buy
various weapons and armour.  Certain people will help you only in return
for special items buried in the shrines and abondoned mines.  By
defeating monsters in combat, you will gain experience points which gain
you levels.  As you go up in levels, your strength and defense will
increase.  The mazes are filled with special tricks, secret passages,
treasure, monsters, and captives to rescue.  While Y's I is fairly
simple, Y's II gets more complex with more magic items, and the ability
to use magic spells.

In summary, the gameplay is great, the graphics are good (especially the
intermission screens), and the soundtrack is absolutely incredible!  A
must for all CD-ROM owners!

	Graphics:  9.5   (The intro and intermission screens are knockouts!)
 	GamePlay:  9.0   (Much improved over the already good SMS version.)
 	Sounds:   10.0   (The sounds are good and the music is the best 
			  I've ever heard in a video game.)
 	Docs:      7.0   (The only average part about the entire game.)

 	Overall:   9.5   (Not quite a ten, but darn close!)
 
	Y's for the NEC TurboGrafx-16
		CD-ROM accessory required
 
------------------------------
 
Date: Thu, 27 Sep 1990 14:16:35 PDT
From: Cliff Yamamoto <cyamamot%aludra.usc.edu@usc.edu>
Subject: TurboGrafx: World Court Tennis 

World Court Tennis is one of several sport orientated games available for
the TurboGrafx-16.  It follows all the rules of real-life tennis and gives
you a choice of playing singles, doubles or mixed play.  Up to four people
can play by using the TurboTap and the appropriate number of TurboPads
and/or TurboSticks.  Before starting each match, you can select your
player's skills and abilities from a list of 18 different male and female
players.  Each player has his or her 'stats' listed in the booklet, such
as service speed, footwork, volley and other comments.  There is even a
Tennis Adventure where you must defeat the evil Tennis King who has taken
over all the tennis courts and has locked out all non-members from playing.
Your goal is to defeat all the evil followers by beating them in tennis
matches and eventually defeat the evil Tennis King!

Well when I first fired up the game, I wasn't overly impressed with the
graphics.  The boundary lines drawn on the tennis courts were somewhat
jagged and didn't really appear to be taking advantage of the TG-16's
graphic resolution.  The spectators seemed to be repetitious drawings of
the same men/women/children from row after row in the stands.  I guess
graphics wasn't one of the strong motives for creating this game.  There
are a variety of sounds for serving, hitting the net, hitting the ground,
etc.  However, these sounds are only slightly better then the sound
effects produced from the early 'Pong' games.  The cheering sounds made
by the crowd and the brief BGM you hear when you select your players and
and startup the game are somewhat better though.

Even with these graphic and sound deficiencies, the playability is much,
much better.  When I first started playing, I was somewhat discouraged
with the controls because the direction key gets a lot of use.  It can be
confusing at times since you must first maneuver your player into position
on the court, then after using Button I or II for the stroke, control the
direction of ball travel.  I think it would have been nice if there was a
practice mode where you could practice returning shots sent out by one of
those automated machines.  At least you could get accustomed to the controls
and their effect.

I wish there were more two player games available for the TG-16.  It is
usually discouraging to play singles against the computer.  There just
doesn't seem to be any way to easily win (unless of couse you select a
male player for yourself and a female player for the computer).  No, I'm
not being chauvanistic.  The stats actually indicate that the women have
mediocre footwook (eg. they can't run very fast).  It is definately more
fun to play singles with a human opponent.  My SO, who was a varsity
tennis player in high school, also had difficulty mastering the controls
at first.  But once she got the hang of it, she managed to beat me on a
couple of games.  Though she hasn't won a set yet, we're taking about
someone who has never played a video game in her life!

The reason I point this out is to illustrate how easily one can become
accustomed to the game controls.  Though difficult at first, it doesn't
take to long to master.  I'm not implying the game becomes boring once
you master the controls.  In fact, the game is more exciting since you
can be more daring and strategical with your well placed 'smashes' and
'volleys'.  Also it appears that a good amount of programming went into
generating faithful and realistic ball travel and velocity.  You can
actually make the ball hit the top of the net and it will slowly "plop"
down in your opponent's court.  Or stand right up to the net and return
a smash that cuts straight across the court, almost parallel to the net.

To wrap it up, I'd say World Court Tennis is a good buy *if* you have
someone else to play it with and *if* you both have a passing interest
in tennis.  The singles mode against the computer is good for practicing
but it gets boring after a while.  Also the adventure didn't seem to have
much appeal, but I doubt people would buy it just for that.  Though the
graphics and sound are not all that great, it plays very well and offers
a variety of tennis players to choose from.

        Graphics:       7
        Sound:          5
        Playability:    9

        Overall:	7

        World Court Tennis, for the NEC TurboGrafx-16
                by Namco LTD.

------------------------------
 
Subject: NES: Swords & Serpents
Date: Mon, 17 Sep 90 12:02:20 PDT
From: fubar@sequent.com

This is a multi-player fantasy dungeon crawl game, with no outside world
whatsoever, and I found it quite remarkable.  You start with 4 characters 
(either warriors, magicians, or thieves) at the entrance to a 16 level 
dungeon.  According to the manual, you're off to kill the "Serpent," who 
is, of course, on the 16th level somewhere.  To impede your progress are 
the countless denizens of the dungeon, who you kill and get money, 
experience and occasional goodies from.

We rented this one for a weekend, mostly because it claimed to be 1, 2
or 4 (!)  players.  You need some sort of special gizmo to play with 4
people, we don't have one, so I can't comment on 4 person play.  The two
person play is quite good, though, one person controls the first and
third character, and the other controls the second and fourth (I
would've preferred 1 and 2, then 3 and 4, but this works ok).  There are
a number of menus you can access via various controller buttons, to
fiddle with your inventory, cast spells, or examine your attributes.
You can only examine the inventory or cast spells for characters that
you control.  The menus are a bit tedious at times, but are generally
pretty easy to get around in.  At the beginning of play, one person is
designated the "leader," and they do the moving around the dungeon.

The screen is split into 3 sections.  The bottom third or so has the
four characters across, it lists their name, armor class, and has bar
graphs for spell and hit points.  The upper left area shows a "3d
perspective" view of the dungeon, you can "see" for 2 units.  The upper
right area normally contains an automatically updated map of the current
level.  The game saves maps of the current level and the last level you
were on, so you still need to write them down.  During combat, a (very
nicely detailed) picture of some monster appears over the 3d view, and
the map is replaced with a number of bar graphs for the monsters' hit
points.  There aren't a whole lot of monster pictures (we managed to get
to level 10, and encountered maybe 10 different pictures), but the
pictures that are there are pretty neat; the spiders bounce up and down
and wave their legs, and so on.  The animation isn't that great, but
does make the monsters more interesting to look at.  The pictures
themselves are quite good.

The combat itself runs pretty smoothly, each character's name blinks
when its their turn for action, and the words "hit" or "miss" would
flash over the character name as the monsters took their attacks.  There
isn't any variation in the attacks, just "hit" or "miss."  We found
ourselves both repeatedly pounding on the A (attack) button, ignoring
who's turn it really was.  The easier nasties die gratifyingly fast this
way.  The only annoying part of the combat is that the word "miss" hung
around too long, so occasionally it would take 10-15 seconds for the
monsters to cycle through.  This was annoying when (f'rinstance) we had
gone back up to the first level and were fighting hordes of easy to kill
critters.  Each of the three classes, btw, is quite respectable in combat.  
The warriors are slow, but do more damage, the magicians are faster, but 
do less damage, and the thief is in the middle, and occasional has 
"critical hits" that will destroy a foe in one hit.

There are a tremendous number of neat weapons, armor and gizmos.  Many
of the weapons and armor are limited to two or even one of the three
classes, there seemed to be a pretty even distribution between the
three.  Our two magicians tended to have higher armor classes than the
thief and the fighter.  The only problem we had was that each character
can only carry six items, so we didn't keep much extra stuff.

The dungeon itself has neat goodies scattered about.  There are
"temples" on levels 1, 5 and 10, where you can go and get all healed up
and resurrected for free.  There are armories on (at least) levels 1, 5
and 10, where you can go to sell stuff you pick up, and (early on) buy
better stuff.  We found that the armories were useless after the
characters were about level 4 or 5, they just didn't sell enough good
stuff.  Because of this, we stopped bothering with keeping track of
money, there just wasn't anything to spend it on.  There are secret
doors, locked doors, hidden rooms, teleporters, and "zoom tubes," which
deserve some explanation.  The zoom tubes are well marked (by cutesy
sayings kinda like Burma Shave signs), and will whip you to some other
level.  The manual suggests that they all go up, but this isn't the case
once you get deep enough.

This game uses a password save, but it is far and away the best password
system I've ever seen, and it didn't bother us at all.  When you save
the game (which you can do anywhere), you get one password for each
character, and then a password for the game.  This is kind of a pain,
but the password alphabet doesn't include any possible ambiguous
characters.  It has "I", but not "1."  It has "B" but not "8."  and so
on.  The font is even easy to read.  After struggling with passwords
like those on Faxanadu, this was a piece of cake.  One word of warning,
though:  the checksum on the passwords includes the character's name, so
you can't change their names midway through a game.

Finally, the manual itself.  I didn't count pages, but it was pretty
thick, and seemed to be pretty comprehensive.  It even has pages in the
back for you to draw maps of the levels on.  My only gripe was that it
didn't explain the "last resort" option, except to say that you should
use it only if there's no other way out.  Well, we ended up zoom tubed
to level 13 once, so we used it.  "Last resort" should be labeled "mass
suicide," because that's what it is.  You all die, and wake up (without
your money) in the last temple you visited.

We played this constantly for two days, and thoroughly explored about 8
of the 16 levels.  After level 7, they maps get much more complex, and
take more time to explore (e.g., level 8 is all invisible walls...).
The manual claims "over 50 hours" of game time, and I'd say that's about
right.  "Swords & Serpents" is from Acclaim, and I assume is quite
recent.  An excellent dungeon crawl game, and the only one I'm aware of
that allows multiple players to play simultaneously.  The only thing I
really didn't like was the music, it got annoying after a while, so we 
turned on the stereo instead.

	Playability:	9	(the menus got annoying...)
	Interest:	9
	Graphics:	8	(the monster pictures were really nice)
	Animation:	5	(what little there is, is ok)
	Music:		5	(got repetitive)
	Sound Effects:	5	(not a great variety)

	Overall:	8

	"Swords & Serpents," for the NES, by Acclaim.

------------------------------
 
Subject: NES: MOTHER
Date: Tue, 18 Sep 90 13:08:32 -0400
From: leo@theory.lcs.mit.edu

SUMMARY

A modern day role-playing game set in a mythical USA.  Scenario writer
Shigesato Itoi, together with Shigeru Miyamoto's design team (of Super
Mario Bros. and Zelda fame) and music by Keiichi Suzuki and Hirokazu
Tanaka, create a beautiful fantasy world to get lost in.  The
advertisement for this game boldly says "Guaranteed Masterpiece."
They are not exaggerating.  Along with SMB3 this is the best video
game we've ever played.  Rating: 10+

BACKGROUND STORY (loosely translated from the rulebook)

"The Strange Story of Great-grandfather and Me"

  In the early 1900's, in a rural area of America, a shadow like black
clouds fell, and a married couple disappeared.  The husband's name
was George; his wife was Maria.
  People grieved at their loss, but nothing could be done except to
pray.  Perhaps this prayer was answered, because two years later
George unexpectedly returned to his home.  However he said nothing
about where he had gone or what he had done.  As they watched George
devote himself to some mysterious research, people spread rumors about
him.
  But as time went on the rumors decreased.  The one thing people didn't
forget was that Maria had never returned....
  It is now 1988.
  "It's terrible! It's terrible!"
  What is terrible?  In Mini's room a table lamp is rattling and
moving around, and in Mimi's room a Kewpie doll is flying around, so
is something even more terrible happening?
  Is it still my duty to protect my younger sisters?  I'm only 12
years old, but the only man in the house.  I have to protect the
three women here.  Come to think of it, where's my mom?
  
  Whew.  Somehow the house has become quiet again.  Mom, who had been
nervous, has also settled down.  Ah!  Let's call Dad.
  "That was a poltergeist.  I think your great-grandfather had been doing
research in psychic powers (PSI).  If you look in the basement perhaps
you'll understand."
  Dad is reliable after all.  But he did forget one thing, the
location of the key to the basement.  However I figured it out
quickly.
  In the basement I found Great-grandfather's diary, and some
seemingly useful things.  What could I use them for?
  I've made up my mind.  With my strength I will discover the origin
of these strange occurences, and protect Mom, Mini, and Mimi.

THE GAME

MOTHER begins with a rather cinematic opening, which ends with the
single line "1988. On the outskirts of the town of Mother's Day."
You begin as the boy in your room when the poltergeist strikes.  And
from there you embark on your journey....

MOTHER is a role-playing game, and essentially follows the mechanics
of other games in this genre, but differs from them in many ways.  One
strong point is the scenario by Shigesato Itoi, a rather famous writer
in Japan.  Although a somewhat strange and disjointed story, it is
extremely imaginative and enjoyable.  The game design is by Itoi and
the production by Shigeru Miyamoto, who also did the Super Mario and
Zelda series.  As one would expect, the sense of fantasy and childhood
wonder is extremely high.  You really feel a part of this world.

Your journey first takes you to the town of Mother's Day, where you
find other strange things have been happening: a girl living near your
house has gotten lost in the graveyard, and animals in a nearby zoo
have gone crazy and escaped.  You continue onward to other towns with
whimsical names like Thanksgiving, Easter, and Snowman as the mystery
increases.  Along the way you solve puzzles, build up your strength,
and meet some friends that follow along to help, including a nerdy
coward who loves to play with rockets and other toys, a girl with
psionic powers, and bully from a gang.  There are mini-stories, plenty
of good humor, and many many beautiful surprises.  One great thing
about the game is the numerous subtle touches that really make it a
work of art.  And eventually you may even understand what the title
means....

GRAPHICS AND MUSIC

The graphics and music of MOTHER are the best I have seen in any game
on any system.  Of course the Famicom cannot provide as good
resolution or as good sound quality as other systems; nonetheless
these aspects are unsurpassed.  What makes them so good is not only
their artistic quality, but also that they combine with each other and
the other aspects of the game perfectly, creating an overall mood
which is incredible.

The graphics are extremely colorful and cheerful for the most part,
and the outdoor scenes especially are striking.  But they can also be
very dark and mysterious; check out for example the staircase in the
graveyard.  I should note that unlike other games one does not enter a
town and have it expand in size; everything is on the same scale in
the game, which makes the world seem particularly huge.  The graphics
are usually 3/4 perspective, rather abstract and somewhat "cute".
It's impossible to describe them; they really must be seen.

The music too is beautiful.  There is different music for each major
area, and it sets the mood perfectly.  The music itself is excellent,
and we would often return to areas just to hear the music.  And music
is an important part of the story itself: one of your tasks is to
collect eight melodies which combine to form a song; when you collect
them all something amazing is sure to happen....  The music was
composed by Keiichi Suzuki (of the group Moonriders) and Hirokazu
Tanaka (perhaps an in-house composer) and every piece is excellent.  A
lot of work must have gone into the music, as most of it was also
written as pop songs which appear on the soundtrack album (which also
contains over 16 minutes of background music from the game).  The
album is well worth getting on its own, and I listened to it more than
anything else over this past summer.

DETAILS

As far as mechanics go MOTHER is a fairly typical RPG.  The basic
action of the game involves solving puzzles, fighting monsters to gain
experience and money, and exploring new areas.  I wouldn't say any of
the puzzles were really hard; we did get stuck in one place near the
end but it turned out we had missed something fairly obvious (although
some people who helped us said it wasn't obvious to them either at
first).  Usually there are several different paths to explore at any
time, and the game is fairly non-linear.  But it is carefully planned
out and there are tasks that must be performed in order to continue.
Mostly the joy of playing the game comes from exploring the world and
discovering more of the story, as well as small but truly wonderful
events that occur along the way.  We want to play again just to
experience these events.

Instead of spells, the hero, as well as a girl he meets later and many
of the monsters, can use PSI powers.  You start with telepathy, useful
in several places, and get others that help attack, defend, heal, and
so forth.  By far our favorite was teleportation which is really fun
to use, and very funny when it doesn't work!  Another great way to get
around quickly is to take the train, which turns corners with amazing
agility, and has some excellent music.  And what's this people are
saying you can do with the bread...?

My least favorite part of any RPG is combat, and MOTHER is no
exception.  However they do try to make combat as painless as
possible.  You have a wide variety of options, can attempt to run away
at any time (which sometimes doesn't work, although there is a PSI power
"dimension slip" which almost always works), attack, use items or PSI
powers, and even check the enemies' strength.  If you make a mistake
you can backtrack.  One really nice feature is "auto"; if you are
feeling lazy just select this and the computer will do the entire
battle for you!  This isn't always recommended as it sometimes makes
some poor choices.

There is a wide variety of monsters, many of them somewhat silly (such
as the "mad truck" which attacks with its exhaust fumes and tries to
run you over) and many with special abilities (some even laugh at you
or chide you, and one annoying one steals your things) including PSI
powers of their own.  Up to four can attack you at once, and you can
have several people in your party.  There are only about three pieces
of background music for combat and only one is particularly good (the
one for "oniisan" (young man), who would probably be "hippie" in the
US version); this was the only music we got tired of.  The main
complaint about combat is that it happens too often when you are
trying to explore sometimes, and it can be annoying.  When you defeat
the monsters you get experience, sometimes find an item, and instead
of receiving money your father deposits the money into your bank
account, so you have to go to an ATM to get it.

You also rely on your dad to save the game, which you can do by
calling him; he'll also say how much money you have in the bank and
how much experience you need for the next level.  The cartridge allows
up to three games to be saved (and you can make copies of a single
game) but our cartridge was defective and sometimes erased the second
or third game.  Apparently this is not a general defect, though.  If
you play too long Dad will even call up (no matter where you are!) and
suggest it is time for a rest.

One of the nicest things about the game is when you die.  (Actually
you and everyone else never "die" in the game; rather you "become
unconcious" or "stop moving" or whatever.)  Along with going to a
somewhat striking scene, you lose almost nothing and simply return to
the last point at which you called your father.  To be precise the
only thing you lose is half the money carried with you as well as all
your PSI points; the money in your account as well as any experience
gained is all intact.  So "dying" is not such a traumatic experience,
and can even be used as a means of transportation.

At towns you will usually find multi-story department stores with an
ATM and phone as well as several shops, a hospital, perhaps a
fast-food restaurant, and of course many people to give you clues or
just say amusing things.  You can use a map which points out your
location as well as the major towns and most (but not all) of the
interesting spots you will need to visit.  The rulebook (which folds
out to one big sheet) also has a map on the back.  The rulebook itself
is quite short by US standards; it gives the a reasonable amount of
useful information but there are still many things you need to figure
out on your own.

There is just too much to say about this game; I've left out a lot but
the joy is discovering it for yourself.  I will warn though that the
ending was quite disappointing, probably because we were expecting
something really amazing.  I don't think it gives away too much to say
that it is essentially "to be continued."  This would be fine--we
would be ecstatic to play the the sequel--but I have heard nothing
about this coming out and it is over a year after MOTHER has been
released.  I will be really upset if they decide never to bring it
out.  In any case, except for the tedium of combat, we are looking
forward to playing again.  It is more than good enough to play several
times, and it was quite sentimental to watch a friend play through the
beginning again.

As for when the game is due in the US, I can't say for sure but
Nintendo Power implied it would be sometime in 1991, let's hope in the
early part (perhaps in Spring, a year after SMB3?).  I have a feeling
several things will be changed, because although the game is set in
America it is really quite Japanese, but it will be interesting to see
what happens.  For people like me who can't wait, certainly the
Japanese version is well worth buying (you need a Famicom also though
as it won't play on the NES) but you should know a fair amount of
Japanese.  I had two years of courses and lived in Japan for the
summer and still found it tough going, but enormous fun.

CONCLUSION

Certainly not everyone will be as thrilled with this game as we were.
But if you enjoyed Miyamoto's earlier creations such as Super Mario
Bros. 3 and The Legend of Zelda, you should love this game.  Not a
perfect game, but it is so good in so many ways that it deserves a 10+
on the 1 to 10 scale.

    MOTHER (Nintendo/Shigesato Itoi) Released 7/27/89.  6500 yen.
                                     3M ROM + 64K RAM
	For the Nintendo FamiCom System (NES)
		currently available in Japan only

------------------------------
 
Date: Sun, 23 Sep 90 19:44:43 CDT
From: "Alan Klietz" <alan@uh.msc.umn.edu>
Subject: NES: Ninja Gaiden II

This is Tecmo's sequal to the popular Ninja Gaiden.  You defeated
the evil daemon Jaquio in the jungles of South America, and so now
you and your CIA agent girlfriend can live happily ever after, right?
Wrong!  Jaquio was only a stooge for an even greater evil, Ashtar,
who forged the Sword of Chaos out of the spine of the dead demon
to rival your own Dragon Sword.

In Ninja Gaiden II, you must defeat the ultimate evil and rescue
your girlfriend again even though you know it is a trap.  The story
consists of 5 acts with a boss at the end of each act.  When you defeat
the boss there is a cinematic scene to advance the plot to the next
stage.  At the end you encounter Ashtar and the final climatic scene.

Warning: this game is very hard, the hardest NES game I have ever
encountered.  The baddies come fast and hard, there are ledges and
cliffs everywhere (some of which you must jump in the dark!), and 
the game feel is not very good.  Jumps are to a fixed height regardless
of how long you hold down the A button.  It takes about 1/2 second to
swing your sword, so a rapid fire button is useless.  The character falls
off the ledge if the center of gravity extends beyond the edge, unlike MM2
and SMB3 where you stay on if any portion of your feet remains in contact.
Once you fall more than one body length you lose control entirely. 

You also lose control when you are hit (which is often unavoidable)
and you fly back several body lengths right off the ledge.  The lack
of control is frustrating and I find myself hitting the pause button
frequently to stop and analyze the situation to find safe spots and
proper orientation to avoid instant death.

One neat twist are the shadow warriors.  You can make up to 2 images
of yourself and they will follow your movement exactly.  You can
freeze them in mid-air and form a formidable barrier.  This technique
is essential in defeating the boss in act iii (and maybe iv).

A very difficult move is the kick-off-jump: a left-right rocking motion
on the control cross coupled with an A button jump to hurl yourself
away and up from the side of a cliff onto the top.   Naturally you
must do this many times while baddies are hitting you from all directions.

The graphics are adequate, about on a par with Double Dragon II.  When
many baddies swarm around you it causes lots of flickering.  Your shadow
warriors also flicker, but hey they are "shadows", right? 

The cinematic scenes are outstanding.  The camera achieves a great
3-D effect by panning across the objects and scenery.  The best
example of this is the opening scene to act iii where Ryu Hayabusa stands
on the precipice against the lightening filled sky contemplating his next
objective: the looming Lahja tower.  Awesome.

The background music is non-obtrusive though it builds slightly as you
progress into each stage.

There is a NES Strategy Guide coming out soon, and it is probably essential
if you want to finish this game.

	Graphics/Sound:  7
	Excitement:      9
	Sound:           7
	Manual:          5

	Overall:         7

	Ninja Gaiden II for the Nintendo Entertainment System 
		by Tecmo.

------------------------------
 
Date: Thu, 27 Sep 90 14:52:43 pdt
------------------------------
 
Date: Mon, 24 Sep 90 10:08:17 PDT
Subject: Lynx: Todd's Adventure in Slime World 
From: rjung@alcor.usc.edu!

To paraphrase from the manual: You are Todd, the handsome blonde dude
who's known for his exploratory prowness throughout the galaxy.  You were
cruising through a remote sector of space when you come across a derelict
spaceship.  Scanning the ship's logs, you find vague entries of a planet
called "Slime World", filled with equal portions of disgusting creatures
and wonderous treasures.  Your greed gets the best of you, and you quickly
plot a course for the planet.

Once there, you descend into vast underground caverns filled with slime.
There are slime critters, slime plants, slime waterfalls, slime pools.  There
is regular slime (kills you gradually), slippery slime, red slime (kills
with one touch), bouncy slime, and mucky slime.  There are also the fleeting
remains of a once-flourished society that left behind artifacts that can
help you repel the slime and stay alive.

Okay, so what's the game?  It depends -- there are six missions, each with
a different orientation.  As icing on the cake, you can ComLynx with up to
seven other players; A Comlynxed game will have DIFFERENT adventures than
a solo game!  Most of the multiplayer scenarios are cooperative (except for
the race to get a good score), but there are a few competitive scenarios
too.  My personal favorite ComLynxed scenarios are the "race to the rescue
pod first" (first player wins, everyone else is stranded) and the "kill
all the other players" (nuff said).

What else can I say about this game?  Well, the exploration areas are HUGE.
Humongously huge.  Play a multiplayer game and see how fast everyone splits
up into their own areas.  Fortunately, pressing PAUSE will give you a password,
which you can use at a later time to continue your game.  There is a lot of 
variety in the game, especially in the terrain and the monsters.  An extra
cute touch is the built-in instructions.  The SLIME WORLD manual has no game
mechanics instructions (how to move, etc), because they're all in the game!

GAMEPLAY:

To be dead honest, I cannot find anything wrong with the playing of the
game.  The controls are as responsive as expected; Todd moves at a respectable
speed, but he won't win any marathons (try running with muck sticking to
your Reeboks). The only potential problem I can find is that, once you
completely explore a landscape, there's no real reason (that I can see so
far) for playing it again.  However, given the size of the game, that won't 
be for rather a long time...

GRAPHICS/SOUND:

"Lush" is the best word I can think of at the moment. There is a lot of
detail in the graphics, from the minute (watch Todd's body movements when you
activate certain functions) to the grand (the multiplanar multidirectional
scrolling animations at the start of each scenario). Though the graphics
are nothing too extraordinary, they are pleasing to look at, and maintain the
high standards that the Lynx can accomplish.

The sounds are okay, but not terrific. The background game tune is a
high-pitched "boinking" melody that may irritate the more sensitive.  You can
turn the tune off before a game starts, though, so that's not a problem.
Game noises run the gauntlet, from a loud grinding sound when you're dying
from slime, to the satisfying "plutz!" when slime critters explode.

This is a good game, well worth the money.  True, it won't appeal to
everyone (fans of grab-the-stick-and-blast-it may not be interested), but
players who want some substance with their games will be happy.  The concept
is unique and intriguing, the graphics are nice, and it has every user-
friendly feature you can ask for.  If you're tired of "me-too" games, take 
a trip to Slime World and get away from it all!

	Gameplay - 9.0
	Graphics - 8.5
	Sound    - 7.0
	Overall  - 8.5

	Todd's Adventure in Slime World
	  by Atari Corp./Epyx, for the Atari Lynx
	  1 to 8 players

------------------------------
 
Subject: GameBoy: Quarth
Date: Mon, 17 Sep 90 11:40:12 PDT
From: Marvin Raab <marv>

Now they've done it! Ultra Games has given us Quarth for the GameBoy. 
A challenging and incredibly captivating game which combines the 
common ingredients of speed and puzzle-solving abilities and ends up
being a pleasing and entertaining rare jewel of a game.

Enough butter.  What's the scoop?  A one-player Quarth game begins with
the options of choosing one level of three (1-easiset 3-hardest) and
a stage between 1 and 9. Each stage will always be the same as it was 
in previous games.

To provide variety, you have the option of choosing the "RANDOM" stage
which, needless to say, is always random.  You also need to choose one
of six ships although there is no difference between them that we could
ascertain (or that was documented) except for the design itself.

Adding to its appeal is the ability to link two GameBoys together with
the Videolink Cable to provide and even greater challenge reminicent
of Tetris but with something extra.

Let the game begin! Multiple shapes from a lot of 10 begin falling from
the top of the screen at a constant rate toward your ship on the bottom.
Your ship is only able to move horizontally and can shoot blocks at the 
falling shapes (which vaguely resemble construction-type beams).  When a 
block reaches the falling shapes and can rise no further, it attaches 
itself to the blocking shape.  The object is to shoot enough blocks to 
construct the *outline* of a quadrangle.  Once this is achieved, the
entire figure disappears and dispenses its worth in points to your 
score. Naturally, the larger the quadrangle, the higher the score.

It resembles the description below:
                  
                  [][][][][]
                  []{}{}{}[]       legend:
                  []{}{}  []        []   original falling shape
                  []{}{}  []        {}   blocks which have been or are 
					   being shot by the player
                                    uu   player's ship
                        {}
                        uu 

In the example above, the {} being shot will attach itself to the 
highest available spot. Firing one more in the same location will 
complete the quadrangle for a total of 200 points (20blocks * 10).

However, often it will appear as:
                
              [][][][][][][]
                [][][][][][]
                []        []  
            
              uu

By positioning the ship as shown in the diagram and firing four shots
before completing the lower quadrangle, not one but TWO shapes will 
be eliminated with one shot--that shot coming after completing both the 
outer and the inner quadrangles.  This strategy would garner 840 points 
(35blocks * 24blocks) instead of (35*10)+(24*10) or 590 points.

As the game progresses, the shapes fall faster and faster and become 
more and more embedded within each other. But wait! There's more!
Each time you score a large chunk of points, one of five Power Boosters
will appear on your screen. These power boosters are selected with the 
down arrow and are activated with the "B Button". Each one has it's own 
special ability:
  
   - increasing the speed of your shots
   - Stops the blocks from falling for a short period
   - the proverbial "Smartbomb" destroying all blocks on the screen
   - Reduce the speed of the falling shapes
   - a mystery booster (which could backfire on you)

Unfortunately, you may have only one of each type of booster at any one 
time so that if you accummulate two Smartbombs (they call it a "zapper"), 
you really have only one and the previous one disappears forever.  You 
are given a second or two to use a booster prior to having the new one 
take it's place.

Perhaps the most challenging aspect of Quarth is it's two-player version. 
With the use of the Video-link cable, each player receives random shapes 
falling on his/her screen but by clearing multiple quadrangles, he/she 
receives the advantage of power boosters and causing a "curtain" to fall 
on his opponents screen; partially obstructing his opponent's view. The 
more blocks eliminated, the lower the curtain falls.  To remove part of 
the curtain, the opponent must clear multiple quadrangles on his/her 
screen. Power Boosters in two-player mode differ slightly from one player 
mode:

   - Increase the speed of your shots AND cause any curtain on
     your screen to become transparent for a short period
   - Stops your shapes from falling temporarily
   - Smartbomb AND eliminate a portion of your curtain
   - Cause your opponent's shapes to fall faster
   - Cause your opponent to have a great number of shapes falling 
     (we're talking blizzard!)

It is this two-player mode which keeps my friends and I occupied for hours.

All in all, definitely one of the better games for the GameBoy and quite
possibly, the best yet!

                    Concept:  10
                      Music:   7
              Documentation:   8
  1 player mode captivation:   9
  2 player mode captivation:  10
                    Overall:  10+

	Quarth for the Nintendo GameBoy
	   by Ultra Games

------------------------------
 
From: nancy@mips.com (Nancy Louie)
Subject: GameBoy: Daedalian Opus
Date: Mon, 17 Sep 90 17:52:58 PDT

Imagine yourself trapped in a land built of blocks and puzzles where the 
key to your escape is the power of your mind and your ability to solve the
challenges presented to you.  Daedalian Opus from Vic Tokai is just that.  
The game is based on the popular tangram games that we played when we were 
kids.  (The tangram games, if you remember, were games where you had multiple 
playing pieces of varying shapes and had to fit them into specific patterns,
usually using all of the available playing pieces)  

The game starts with you lost in a maze of puzzles where your only hope for 
survival is your ability to think quickly and master each of 42 increasingly
difficult puzzles.  As you solve the puzzles you are shown the passwords to 
the next level.  While solving the puzzles you're allowed to rotate each of 
the differently shaped blocks along the vertical axis, the horizontal axis, 
and to the right and left in 90 degree increments.

The first few puzzles are fairly easy, consisting of three different shapes 
that you must arrange to completely fill the block of space that you're 
given.  On some puzzles you must use all the pieces, and on others, you 
find that you're left holding some spare pieces!  Makes you wonder if the 
next level is going to have you using all or part of the set of pieces 
you're given.  Which pieces will or won't you use?

The designers did a great job of allowing you to rotate the pieces in every
way possible through the use of the B, Select and Start buttons.  If you've
played much with your Tetris cart, you're probably used to the idea of
rotating playing pieces.  Daedalian Opus just gives you a little more freedom
in terms of how you can position the playing piece.  And you really need to 
be able to do all the rotations in order to solve the puzzles!  

This is definitely a game that tests and exercises the mind.  My friend and
I have been stuck on level 15 for the longest time, trying all sorts of
configurations and still haven't managed to find a solution.  It's also very
addictive.  She's sat for hours playing with the various puzzles.  You 
get into the mode of "if I just turn one piece this way ...." and you're
stuck, because you hate feeling that you can't solve the puzzle.  But at
the same time you sit and spend your time racking your brain to find the
combination that will solve that one level.

The music is cute and you can always tell when a new piece is added to your 
store to try to fit into the later puzzles when you see the Tinkerbell-like
fairy between levels.  The graphics in the beginning are kind of dull, but
thankfully you can skip past them all.  The other good thing is that the
use of passwords is well implemented so that you can go to any level that 
you've previously solved by entering the password at the initial screen.
The great thing about it is that so far, the passwords aren't as cryptic
as other games.  Daedalian Opus uses real four letter words which are much
easier to remember than four random letters and numbers.  It makes for a
much more "user friendly" game.

In summary, I think that the game is well designed and fun to play.  The 
controls take a bit of getting used to, so play with it a bit.  But it's 
definitely one for those who love games that make you think.  It's a challenge
in itself and can easily keep you up for hours intent on solving that one
last puzzle before going to bed...

	Graphics:	8
	Sound:		8
	Playability:	8

	Overall:	8

	Daedalian Opus, for the Nintendo Gameboy
		by Vic Tokai

 
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