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From: The Moderator <taylor@limbo.intuitive.com>
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Subject: Digital Games Review Digest, #13
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To: Digital Games Review Digest <digital-games@decwrl.dec.com>
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                     Digital Games Review Digest, Number 13
 
                          Wednesday, October 24th 1990
 
Today's Topics:
 
NES: 				    Airwolf
     				   Crystalis 
     				   Karate Kid

Genesis: 			   Herzog Zwei
         			Thunder Force III
         			     Batman
         			  AfterBurner II

[A reminder for those that are interested in the new GameBoy game Final
 Fantasy Legend; John Leo reviewed this title in Digital Games a while 
 back under the Japanese name "Makaitoushi SAGA".  You can obtain this 
 review by sending the request "send Warrior.SAGA" to the info server 
 (info@intuitive.com).  Thanks John!!				       ]

----------------------------------------------------------------------
 
From: Mark and Chris Runyan <runyan@hpisoe6.cup.hp.com>
Subject: NES: Airwolf

Imagine you are behind the controls of the most sophisticated attack
helicopter available and you have been sent into enemy airspace to
locate and recover prisoners being held by that enemy.  If you've ever
watched the show Airwolf, you might be interested in what using that
helicopter on an adventure might be like.  While the game isn't quite
like being there, it is close enough to provide a little fun.

Essentially, you are Stringfellow Hawke, flying Airwolf on a series of
rescue missions.  The Firm has located a series of bases where the
enemy is holding prisoners.  Your missions consist of you entering
enemy airspace and recovering the prisoners.  Your helicopter has a
screen with a map on it which marks the location of the prisoners,
enemy airfields, and Airwolf refueling dumps.  Given this information,
you may decide to knock out the airport, recover the prisoner, or use
the refueling dump, but you can't leave the area until you pick up the
prisoner.  You control the direction the craft flies, the firing of
the machine guns and guided missiles, and the speed of the helicopter.
The enemy aircraft and surface to air missiles may all be shot down;
but, then, so can you.

Chris (age: 8) enjoys the Airwolf series and so is taken with the game
which allows him to fly Airwolf.  He found it easy to play, though he
was at first confused by the controls of the craft when it comes to
steering it.  With a little practice though, he was able to maneuver
the aircraft rather well, and became very good at his missions.

I (age: 30) have seen many of the Airwolf episodes, so I knew what
Airwolf is and what the entire concept of the game was.  The game is
fairly entertaining, and it requires that you think out what you are
going to do.  You don't have to knock out the enemy airfield, though
doing so is suppose to reduce the number of enemy aircraft trying to
knock you out of the air.  Nor are you required to use the fuel dump,
though the fuel dump does rearm and repair you craft if you need it.
In other words, you get to decide how to attack a particular mission,
and even if the camps are exactly the same each time you start the
game over, you may never fly the same mission the same way twice.

To round this all up into a final note, the game is entertaining,
though it does require a bit of practice to play.  This game does have
one odd point that I find quite annoying, and that is the arcade-like
screen where your best score is shown and your name is put there.  The
game seems to assume that it will be kept up and running in the NES
machine long enough to have several scores kept (the scores are not
kept once the NES has been shut down as the cartridge doesn't have a
battery in it).  Still the game is interesting to play, especially if
you know what Airwolf is!

  Graphics:          6             You can tell what everything is
  Sound:             5             Music tends to jump about
  Fun Level:         8		   Chris enjoyed it once he could do it
  Intuitive Feel:    6		   Controlling direction is tough
  Documentation:     8		   Covers most of the important things
  -----------------------------------------------------------------------
  Overall:           7	           Chris thought it was fun

	Airwolf, for the Nintendo Entertainment System
	    By Acclaim Entertainment, Inc.

------------------------------
 
From: dmr@crossing.osf.org (David Rodal)
Subject: NES: Crystalis 
Date: 12 Oct 90 15:38:36 GMT

Crystalis is a Legend of Zelda type game in that you move around
a large world killing creatures, collecting money and experience,
and buying weapons and items to aid you in your adventure. It is
like the legend of zelda in that your perspective is from above and
you don't go between battle screens and movement screens like in LINK,
you are always the same scale and the whole world is mapped at this scale.

It is also similar to RPG games and newer games like LINK in that it is 
vital to talk to many different people and get clues and items from 
them to achieve victory.

An interesting twist on this game was the fact that it has multiple
types of weapons and shields and armor, which do DIFFERENT tasks.  You
don't just have bad armor, better armor, really good armor and then best
armor.  Some shield protect you from some attacks and other shields
protect you from different attacks.  So one must use the most
appropriate armor for the situation NOT just the best armor.

Let me start of by describing the swords. There are 4 swords and then
the final crystalis sword which is all 4 swords combined. Each sword has 
associated with it a magic ball which gives it more power AND a magic
bracelet which gives it MUCH more power. First of all let me describe
how to use a sword. One pushes down on the "B" button and then releases
it to activate the sword. Note the sword stabs when you release the button
not when you push it. This gave me fits at first but I quickly got over
it. If you push the button and release it right away, you stab in the direction
you are facing, but only hit creatures that are right next to you. If you hold
the button down for a short time a little meter will go from left to right
and a little "1" will start flashing. You cannot move for this meter to 
activate, but once the "1" is flashing you can move without any problem.
You then move around and line up with your enemy and RELEASE the button.
You will then shoot a little magic bolt and be able to hit creatures
at a distance. If one also the magic ball associated with the currently
wielded weapon, one can hold down the "B" button even longer and a 2 will
start flashing. Releasing the button now will yield a larger bolt of
magic that will usually do more damage. It will also have a wider berth
and inflict damage on monsters that you just barely hit. Using the 
bracelet associated with the sword yields the largest magic bolt and
usually does the most damage. The weapons don't have more strength when
you use the magic ball or bracelet but since their track is larger, you tend
to get multiple hits on a monster with just one shot. This makes the weapon
effectively stronger but you don't actually increase the amount of damage
per hit, you just get more hits per shot. Also there are certain
walls you have to blow away that require using a specific sword with
it's associated magic ball. These are different depending upon
which cave you are in comes back to the point the you don't have
one weapon, you have 4 and need to switch around depending upon the situation.

There are 4 major swords you use until you finally get crystalis.

The sword of wind.  This shoots a small puff of vacuum and can kill at a
distance when used alone.  It is the weakest of the 4 swords, but there
are some creatures that can ONLY be killed with this sword.  Using the
magic ball you get a slightly wider puff of vacuum coming out of your
sword but it is still a narrow swath of destruction that it leaves.
Using the tornado bracelet with this sword yield a large 'V' shaped path
of destruction going in the direction you are facing.  Using the
bracelet with any sword uses up valuable magic points that can only be
replenished at a town.  Therefore you only use the bracelets on the BIG
monsters.

The next sword is the sword of fire.  It too shoots a small path of fire
when used alone but it will kill some monsters that the sword of wind
has no effect upon.  Using this sword with the magic ball yields a
longer and slightly wider path of death.  This give you multiple hits if
you are lined up well with the monster and is a great deal easier then
shooting, charging up and shooting again.  The bracelet associated with
this sword yields a large ball of fire in front of the hero and is
rather effective.

The third sword is the sword of water (ice).  It is the same as the
first two in that its path of destruction gets wider and longer as you
use the magic ball but when using the bracelet it give this circle of
death the is released from the position of the hero and kills everything
around the hero, not just in front of him.  This comes in real handy for
the human hand-grenade tactic of getting in the middle of as many
monsters as you can and firing off this sword.  It kills everyone around
you and is a great deal of fun, and much easier to use on enemies that
move a lot.  Also instead of breaking down walls in caves like the
previous two swords do it builds ice bridges over rivers and the like
which opens up whole new worlds previously unexplored.

The last sword is the sword and thunder. It has the widest, strongest,
and longest bolt of magic of all the swords. Using the sword of thunder
with the ball alone gives as wide a path of destruction as the sword
of wind with the tornado bracelet AND uses up NO magic points. Using
the sword of thunder with the storm bracelet yields a devastating
thunder storm that equally affects all creatures on the screen regardless
of position or orientation of the hero. This can be real fun to crispy 
formally tough creatures with little to no effort (although it can be
expensive, magic point wise).

As you get the "better" swords you will tend to be able to kill the
harder creatures but there are some creatures that are immune to
"stronger" swords but die quite nicely with the "weaker" swords. This
makes the game more interesting and can be a real challenge to find
out which sword works best against which monster, especially when
you are fighting one of the big ones that is kicking your you know what.

Armor and shield are interesting too.  Shield protect you from
projectiles and armor protects you from monsters touching you.  On top
of this, 1/3 of the way into the game you get two magic items of which
you can only use one at a time.  One doubles the strength of your
shield, the other doubles the strength of your armor.  When entering an
area where monsters come up and hit you, you want your armor to be as
strong as possible, other areas where creatures throw things at you, you
want your shield to be as strong as possible.  Also, there are different
types of shields.  Some protect you from things like arrows and
fireballs.  Others protect you from magic rays that can paralyze you or
turn you to stone.  Using the best shield for the job is rather
important.

The same applies to armor, some creatures can poison you, which causes
you to lose a few hitpoints every few seconds. Failure to eat an antidote
plant in time will result in death. Certain types of armor protect you 
completely from such poison attack, others are just plain stronger
for when creatures are beating on you (but give no protection from poison).

There are also magic spells that do a variety of different things. Some
simple ones are refresh and restore. Refresh is simply a healing spell
that gives you back hitpoints. Restore is a spell that will "cure" you of
your poison condition and other negative conditions that can effect you.

Other spells can give you telepathy which enable you to talk to animals
and also speak to wise men for hints.  Talking to animals is neat
because at one point the bad guys capture a town and leave nothing but a
rabbit.  Talking to the rabbit give valuable hints on where the towns
people went.  Another interesting spell was "sleep" (that's not the name
but that's what it does.)  It puts people and monsters to sleep so that
they are easier to kill.  It is also neat for getting past certain
guards that move in front of entrances you wish to pass through.  (That
turned out to be a really neat trick once I learned it!  ).  Yet another
neat spell is the one of change.  Where you can assume the identity of a
few important people.  Talking to different people while assuming the
identity of different people yields different results, and can be very
rewarding too.

Now for the down side, and it is rather small.  At first I disliked the
game because some of the mazes early in the game were these "troughs"
some what like rain gutters floating in space.  They were not very
pretty or imaginative.  Other areas were similar but had scenery in
between the areas that you could walk.  That made things look much
nicer.  The low point of the game was fighting the second large monster.
It was this huge bug that moved left to right as if on a horizontal
track.  It shot at you as you passed and only shot in one direction.
This seemed like a glorified version of a game from the space invaders
era.  I felt very ripped off and hated the game at that point.  I soon
got the sword of fire and started to notice that is was important to
switch weapons and armor and the creatures got MUCH MUCH MUCH more
creative.  From that point on the game became very fun and exciting.
One more bad point is after I finished the last great creature the game
went into this completely different area which seemed like it had no
relation to the rest of the game.  It did finally sum up what the whole
game was all about, and the final final final creature was rather easy
to kill.  I didn't like that either at first but killing that last
dragon was real challenging AND fun when I finally got him.

I liked the game, there were about 12 big monsters, and they were a real
challenge to kill.  The second monster was that bug, that I hated and
the last one was rather easy, but all the others much more then made up
for those small short commings in the game.

I liked the game and would recommend it to anyone who likes zelda/link
type games.

------------------------------
 
From: Mark and Chris Runyan <runyan@hpisoe6.cup.hp.com>
Subject: NES: Karate Kid

This game is simple to play, though good hand/eye coordination and
great reaction times are very useful in this game because many of the
moves require split second timing.  This adds a bit of realism to the
game for those who understand how difficult the martial arts really
are, but does cause some frustration for those who just don't have the
necessary talents.

This game has you playing 'Daniel-san' through four stages, which are
the karate arena, a walk though the village in Okinawa, the same walk
as before, but with a typhoon wind stirring up trouble, and, finally,
the fight during the summer festival of Okinawa.  There are several
side screens that you may test your skills with if you venture into
any of the open doors in stages two and three.  All of this shows that
the game provides a great deal of diversity.

The game does have a two player mode (player one gets to go until
killed and then player two gets to go) as well as a one on one mode
(player one is Daniel-san and player two is Chozen).

Chris (age: 8) thought this game was easy to start playing since there
wasn't much needed in the way of reading to learn the basic skills to
play the game.  Also, the game was quite predictable.  However, he
found it annoying sometimes because of the tendency of the game not
responding to the controls pressed.  If 'Daniel-san' is hit, he is
momentarily stunned and cannot attack back.  If you get trapped
between two attackers, they simply keep punching you back and forth
until all your 'life points' have vanished, since no amount of button
pushing is going to make 'Daniel-san' react.  While this might add
realism to the game, in that you would probably tend to stagger about
if attacked in such a manner, it is annoying in a video game to not be
able to have some control.

I (age: 30) found the game fairly annoying in that the reaction speed
had to be quite high to get through the game.  The aforementioned
bouncing back and forth happened far too often for him to find the
game enjoyable.  The frustration of figuring out how to make the
character jump and avoid attacks made the game less fun.  And, during
the typhoon scenes, your character is under a constant backward 'wind'
pressure so that judging jumps (or even standing still) is much more
difficult.  In stage three (the typhoon stage) when objects are
blowing past you in the wind and two opponents are attacking you, the
game often slows down, which means your split second timing of the
kicks and punches are thrown off because the NES can't keep up with
the games requirements.

To sum it up, if you are going to play this game to see what it would
be like to be the Karate Kid in the various stages, you may be
disappointed.  You don't have the fine reflexes of the Karate Kid or
the amazing luck.  You have your reflexes and the game is out to stop
you so you don't defeat it too quickly.  You have to decide whether to
kick or punch, you have to judge the distance, and your timing has to
be better than average, or your opponent is going to get you.

  Graphics:          7             A lot of effort put into graphics
  Sound:             5		   The music was about average
  Fun Level:         4             It was easy to walk away from this game
  Intuitive Feel:    8             Simple and always do the same thing
  Documentation:     9		   Covers what everything is
  -----------------------------------------------------------------------
  Overall:           5	           Chris thought it was ``OK''

The Karate Kid, for the Nintendo Entertainment System
	By EnterActive Video Games for NES

------------------------------
 
From: melvin@cgdisis.cgd.ucar.EDU (Lee Melvin)
Subject: Genesis: Herzog Zwei

Supreme Commander Number One (Herzog Eins -- this is a fun game for
anyone who reads German) has taken over the world, and is ruling with an
iron fist.  You are one of Herzog Ein's highest lieutenants.  You
realize (momentarily, it seems, after helping him to conquer the world)
that H.  E.  has become an evil dictator, and you rally the forces under
your control to free the world.  H.  E., naturally enough, intends to
remove your treacherous being from the face of the earth.  So begins the
battle in which you attempt to become Herzog Zwei, Supreme Commander
Number Two.

GAME MECHANICS: 

The game is an action/strategy variant played as either you against the
computer, or you against another player (you can even have the computer
play itself, if you like).  There are eight 'terrains' to choose from,
ranging from 'Abgrund' (canyon?)  to 'Stadt' (city).  You fly your jet
cum transforming robot around and provide cover support while purchasing
military units to attack the enemy.

There are a variety of units to purchase, as well as a variety of
commands that can be given to each unit.  The units are:  armored car,
tank, attack cycle, infantry, SAM launcher, supply truck, ground cannon,
and boat (did I miss any?).  Commands vary from unit to unit, but
basically you can 'sit and attack', 'attack nearest base', 'attack home
base', 'circle around and attack anything that comes near', and 'wait
here until unit comes into range, then go out blow it up and return to
this position'.

Each side has a home base, and there are a variety of support bases
scattered across the playing field.  Each support base can be taken over
by putting 4 infantrymen into it, after which that base can be used for
refueling and picking up equipment.  Bases also increase the cash flow
which allows you to buy troops.

The game is won by destroying the opposing players home base.  This
usually consists of gradually taking over bases closer and closer to the
enemy's home, then launching a final assault on the home base itself,
although you can use some devious strategies to attack the home base at
the beginning (ie, dropping cycles in 'Stadt').  You cannot damage the
home base yourself, it must be done by your troops -- somewhat
unrealistic, but necessary to the game balance.

You can attack (personally) as either a jet or an oversized infantryman.
As a jet you only shoot things in the air, and as an infantryman you
shoot things on the ground.  You consume 3 times as much fuel when you
are a jet, so there are some times you end up walking back to the base.

If you do run out of fuel, you explode.  This isn't quite terminal,
however -- you reappear back at your home base a few seconds later.  It
does lose you valuable time and any unit you were carrying when you
died, though.

GAMEPLAY  

There are two distinct varieties of play in this game:  playing against
the computer, and playing against another person.  This statement may
seem overly pedantic, but there is a valuable point here.  That is, THE
COMPUTER PLAYER SUCKS.  There are 4 levels of difficulty, with the only
difference between the hardest and the easiest being that the computer
makes money a lot faster, can reappear at any base he owns (you always
appear at home base), and your fuel doesn't take you as far on the
harder levels.  The computer always uses the same method of conquest --
once you figure out how to beat it, you always win -- it just takes
longer on the harder levels.  The computer player serves one vital
purpose -- it allows you to learn the controls and mechanics without
having to be humiliated by another person.

Now, having said that, I will say that the two player version of this
game is easily the best game I have (this is not saying much as I only
own four carts right now, but still).  Of the 5 people in our household,
4 have turned into addicts within 2 weeks, although everyone else
refuses to play me now.  We've already seen over 30 hours of gameplay on
the cart, and it looks as if we may play until the cartridge melts.
Also, unlike the other games I have, people will sit around and watch
other people play.

On the down side of that, there are problems generated by skill
differences between players.  It's very frustrating to lose, even if the
other player is a good sport (I'm so so).  If it happens to you too
often you can get burned out.  I've been encouraging everyone else to
play the computer and each other just so I can get some skilled
opponents.

The graphics on Herzog Zwei are very well done.  The displays are easy
to read, the units are readily identifiable (assuming you've examined
the pictures in the manual closely).  The split-screen scrolling is
really incredible -- no screen flicker (ala Altered Beast), and a really
smooth scroll.  The little indicator lights for the construction of your
units -- a wrench and a hand making an OK gesture -- are a little campy,
but its hard to gripe about trivial details.  The graphics are really
polished.

Sound effects are numerous, as are the background music pieces.  There
are almost enough background songs that you don't get worn out on them
after an hour's worth of playing.  We run our Genesis though the
mini-plug into the stereo, and I heartily recommend that anyone buying
this game do the same (or anyone buying any game, for that matter).  The
music creates a lot of the feel of the game, and its much better in
stereo -- really pumps you up when you're playing an intense two-player
game.  No discernible static from the stereo output, either.

CONTROLS 

At the start of the game are a series of menus from which you can pick
the number of players, the terrain you are fighting on, options to
continue from previous games (password-based), as well as the difficulty
of the computer player (when playing a one- player game).  There is also
an option to listen to any of the sound effects and background music
used in the game.

During the game, the D-button allows you to move your airplane/
infantryman around the screen.  The A button is used to transform
between airplane/infantry or to pick up/drop units, dependent upon your
position.  The B button is used to fire, and the C button toggles you
from the game to the strategy map.

Inside the strategy map, you use the D-button to move between menu
selections and to select different units, commands, and radar views
(long and short range).  The A and B buttons are used to purchase
units/commands.

The controls are quite responsive but take some time to learn.  It takes
a number of games before you no longer have to stop and think about the
functions of the various buttons, but after that it becomes automatic.
The A button (transform/get) is used the most in the game, and there
were several times I would bump into the other player and accidentally
hit it rapidly over the fire button (B).  This generally results in your
ship being blown apart, and is somewhat frustrating until you get the
knack.

The only real problem occurs when you are trying to select units in the
Strategy screen.  If you are in a hurry (and you usually are), it's
terribly easy to have the menu selector 'slip' up and down while you are
trying to push left and right to scroll through the available units.

DOCUMENTATION  

This is fairly typical Sega fare.  They tell you how to use the
controls, the basic premise of the game, and not much else.  Among the
various gripes concerning the documentation:  nowhere does it mention
that you can reload/repair units simply by flying them over a base for a
moment (rather than purchasing supply trucks).  Also, at the back of the
manual there is a detailed listing of the capabilities and strengths of
each unit.  While I can readily understand 'attack power', I have no
clue what effect the 'spheres of activity' has on each units
performance.

SUMMARY  

This is an extremely enjoyable game for anyone who likes two player
head-to-head kill or be killed type games.  If you enjoyed Archon you'll
probably like this, and if you've ever done any wargaming you will
probably like it a lot.  The game is a nice blend of action and strategy;
you have to actively fly around/drop units/ destroy the enemy's
units, but its impossible to win at the game if you do not make
effective use of your units.  If you don't like strategy that much, or
don't have someone else to play against, pass on this one.  The computer
player is good for teaching you how to play, but once you learn how to
beat it 1-player games become very boring (at least as high as the
C-level).  However, if you take the time to play the computer on all 8
terrains at all 4 levels of difficulty, you've already gotten about 16
hours of gameplay out of the cartridge.  I haven't yet determined if
there's anything beyond that point.  All in all, a very well done game
that has a great deal of replayability within a limited audience.

Herzog Zwei (roughly translates to 'Second Duke'), for the Sega Genesis
	price: $33-$40

------------------------------
 
From: Bernie Freidin <bob@clarity.Princeton.EDU>
Subject: Genesis: Thunder Force III

The first thing that I noticed when playing Thunder Force III was the
incredible use of fancy graphics features.  Throughout each of the 8
levels, the game keeps your mind busy trying to comprehend some new type
of breathtaking independent scrolling or animation.  In level 4, for
instance, huge clumps of stone, usually far bigger than the screen, move
up and down at certain points.  This causes the level to constantly
change, and you are forced to keep up with things to avoid crashing.  In
level 2, the background "waves" like a sine-wave (remember the title
screen in Kenseiden on the Sega Master System?).  Throughout the entire
game you are treated to diagonal independent scrolling, parallax
scrolling, and even independent, overlapping parallax scrolling.  In one
level, there is a huge independently scrolling starship that takes up
many screens (similar to the one in the third level of R-Type).  This
starship is covered with lasers, cannons, and all kinds of stuff to blow
up.

Not only is the scrolling beautiful, but the graphics are as well.  The
color shades used in this game are absolutely perfect, and the animation
is exceptionally fluid.  Many levels have snake-creatures, made up of
many individual sprites which are attached to one another like a chain.
The snake in level 1 is unusually large, with a wicked laser mounted on
its tail.

The audio is every bit as fancy as the graphics, although it still isn't
as musical as some of the tracks in Dungeon Explorer (a PC Engine 
/TurboGrafx-16 game).  If you remember the soundtracks in TF II, you 
can imagine TF III soundtracks as similar, but with even more fancy
note bending and special effects.  Every level has a different
soundtrack, as well as every boss.  The sound effects are at least the
same quality as those in TF II, and the same digitized voice announces
the names of the power-ups you retrieve.

Everything in the game runs smoothly and beautifully, and there is
almost no flicker except while using Sever Lasers on a huge enemy, and
when the "Game Over" spins into view.  The only noticeable flicker is on
the fire that the level 1 boss breathes out of his mouth.  Speed
degradation is non-existent.

The only bad aspect of this incredible game is that the difficulty level
is not very high.  For people who have trouble with TF II, TF III should
be challenging enough.  But for people who have mastered TF II, TF III
should not take longer than a few days to finish.  This can be avoided
if you force yourself to set the game to "Hard" or "Mania" mode and/or
don't use any continues, but I'm not sure many people will have the
willpower to do this.  Everything else in this game is pure magic, from
the fancy screen introducing each level and pinpointing the boss's weak
spot, to the awesome power-ups, and to the gigantic, fully animated
bosses that fill as much of the screen as the bosses of any arcade game.
This game is by far the most impressive shooter available for any home
system, and a definite must-have for all Genesis/Mega Drive owners.

	Graphics/Animation: 	9.5
	Sound/Music: 		9
	Depth/Gameplay: 	9
	Difficulty: 		6 (10 on "Mania")
	Programming: 		10+
	Overall Value: 		10

ThunderForce III (Mega Drive), for the Sega Genesis
	by Technosoft, only available in Japan

------------------------------
 
From: Bernie Freidin <bob@clarity.Princeton.EDU>
Subject: Genesis: Batman

While the size of the sprites in Batman seem a bit small, this in no way
detracts from the gameplay or the graphics.  The action is really your
standard punch-and-kick, but there are a lot of neat enemies and
situations that you won't find in your standard punch-and-kick game.
The graphics are fitting to the movie, being very detailed and dark.
The music is excellent, and also enhances the aura of the game.  The
character control is a bit hard to learn, but once you've mastered it,
it will become natural.  Animation in Batman is very nicely done.  As
well as punching and kicking, Batman can throw Batarangs (or missiles in
shooter stages, see below), and use the Batgrapple to reach high places.
Pressing jump twice, if timed right, will cause Batman to do a
somersault like in The Revenge of Shinobi.  However, the timing is
different and if you're used to the latter game, flipping in Batman may
be difficult.  When I got used to Batman flipping, I found Revenge of
Shinobi flipping difficult.

In Batman, you control guess who...  Batman!  through 6 levels which
vaguely resemble locations in the movie.  Level 4 is a "Batmobile"
stage, in which you control the Batmobile.  This level plays exactly
like a horizontal shooter.  Level 5 is a "Batwing" stage, in which you
control the Batwing.  This level also plays exactly like a horizontal
shooter.  Both the Batmobile and the Batwing are slow at maneuvering,
but the Batman character doesn't suffer from this problem.

In the beginning, the plot of Batman is presented along with some very
nice pictures of characters from the movie (Batman, the Joker, and Vicki
Vale).  At one point in the game, there is a short animation sequence of
Batman sliding out of the Flugelheim Museum with Vicki Vale on a cable,
but this is the only animation sequence.  It seems a little out of
place, especially since there is very little else to tie the game with
the plot of Batman.  There is one nice scene at the end of level 2,
however, in which you must push the Joker into a vat of acid.

There is some minor flicker on the pipes in level 2, since they are
handled as sprites and stretched out horizontally.  Other that that,
there are no other technical problems with the game.

The difficulty in Batman I found to be just right, assuming you use
default settings.  Once I mastered a level, I found it quite easy to
complete it again, but not necessarily so easy to finish the next one.
The entire game took me around a week to finish.  Some people may find
this game too easy, and there is a "Hard" setting which can be
activated.  The game would also be much more difficult if you don't use
the 9-lives trick (you can find it yourself, it's in levels 3 and 4).  I
recommend Batman to fans of action-type games, especially if the
combination of Shinobi and Double Dragon sounds appealing.

	Graphics/Animation: 	9
	Sound/Music: 		9
	Depth/Gameplay: 	8
	Difficulty: 		7
	Programming: 		7
	Overall Value: 		9

Batman (Mega Drive), for the Sega Genesis
	by SunSoft, only available in Japan

------------------------------
 
Subject: Genesis: AfterBurner II
From: mfrose@caen.engin.umich.edu (martin f rose )

Normally, I'd start a review with some background on the game's scenario
or possibly some advertising hype.  However, it isn't hype or premise
that led me to this game.  You see, as far as I'm concerned,
_AfterBurner_ is Sega's unquestionable arcade tour de force, a game well
crafted in sound and visuals that leaves the player absolutely stunned
and breathless, with, at long last, a true feeling of Being There.  You
can read the books, you can see the movie, but until you're actually in
control of a member of the modern age of fighter aircraft, you can never
know what it's like.  When I'd played _AB_ in the arcade, I was finally
convinced that I knew what it was like.  (Or, at least, as close as I
would ever get, since my glasses aren't just to hide my face.)

I also wasn't looking forward to *any* home translation of the game,
since I knew that no machine of the time could do it justice.  Remember,
this game hit the arcades before even the NES was on the streets of
America, and Sega's version for the SMS wasn't a prospect that made my
pulse quicken.  I was convinced that no home game system could ever do
the arcade game justice.

Time for introductions:  foot, meet mouth.

The game play is a return to the greatest mechanics of video gaming:
shoot everything and don't get hit.  By way of introduction, in case you
live in a cave, _AB2_ is a simple strike mission involving a jet fighter
that bears a remarkable resemblance to an F-14 Tomcat.  You fly very
fast over enemy terrain (but can't voluntarily crash into it -- this is
*NOT* a simulator!)  as wave after wave after wave of MiGs come
a-gunning for you.  Though you have a little control over your flight
path for dodging, your overall course is set and unalterable; no turning
back.

Controls are almost simple.  The joy(?)pad (or stick) gives you full run
of the screen, and each button serves a unique function.  The controls
are modifiable, of course; your vertical movement can be reversed (more
intuitive if you use a joystick) and the button functions can be
changed.  Normally, your 20mm anti-MiG cannons fire automatically (with
unlimited ammo), but that can be changed at the cost of one
speed-control button (the one that slows you down).

Game play is nearly identical to the arcade.  The MiGs come out to play,
and you gun them down or lock-on a missile and blow the snot out of
them.  Your missile supply is limited, and you get refills at prescribed
intervals (the second refueling in the arcade involves landing the
plane, but that has been omitted to avoid embarrasing the programmers),
so don't shoot without a lock-on!  The most confusing aspect concerns
the infamous Barrel Roll.  The manual describes this as "moving all the
way to one side and suddenly changing direction" or words to that
effect, but it is nearly impossible to invoke this magical move in a
crisis, even though it seems almost unavoidable in regular play with the
control pad.  I think I figured out how it works, but it isn't worth the
bother.

High-speed visual effects were the strongest point in the arcade, and
_AB2_ doesn't disappoint.  The amount of "irrelevant stuff" (ground
shrubs, artificial horizon) on the screen was reduced, but the game
flows (or should that be "screams"?)  as well as the arcade version.
Even the barrel roll is perfectly executed, if you can invoke it.

Sound was an area where I was expecting a big let-down, but I only got a
small let-down.  The Yamaha FM sound chip does its part nicely, but most
of the soundtrack in the game is sample-driven, and it can be a little
grating because of the low sample frequency they used.  It was an
ergonomic decision, I'm sure, but still...the orch burst needs a little
more oomph...

And finally, since everyone likes numbers:

         Graphics:  9       It Lives!
         Sound:     8       Aw, c'mon, try 22kHz for once!
         Control:   7       The control pad is a bit awkward...
         Gameplay:  9       It's in there.
         Overall:   8.5   

If you liked the arcade game and though it couldn't happen, think again.  
"I give it an A."  "...Sega!"

AfterBurner II by Sega (?) for the Sega Genesis.

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