Received: from decwrl.dec.com by s.ms.uky.edu id aa27506; 1 Nov 90 4:43 GMT
Received: by decwrl.dec.com; id AA11589; Wed, 31 Oct 90 17:58:10 -0800
Received: by limbo; Wed, 31 Oct 90 10:45:59 pst
Message-Id: <9010311845.AA08600@limbo.intuitive.com>
From: The Moderator <taylor@limbo.intuitive.com>
Date: Wed, 31 Oct 90 10:45:56 PST
Subject: Digital Games Review Digest, #14
Reply-To: Digital Games Review <digital-games@dgrd.intuitive.com>
To: Digital Games Review Digest <digital-games@decwrl.dec.com>
X-Mailer: fastmail [version 2.02]

 
                     Digital Games Review Digest, Number 14
 
                          Wednesday, October 31st 1990
 
Today's Topics:
 
PC: 			        The Magic Candle
    				  Stunt Driver

Lynx: 				      Klax

TurboGrafx: 			Double Dungeons

Genesis: 			    Cyberball
         			 Super Monaco GP
         			    Whip Rush

----------------------------------------------------------------------
 
From: Wyvern@cup.portal.com (Wyvern)
Subject: PC: The Magic Candle

The Magic Candle is a game produced by Mindcraft Software, Inc. This game 
is available for IBM, Apple and C64. This review is based upon the IBM 
version. 

The IBM package includes 3 disks, a map, and a lengthy, informative and 
humorous manual. Mindcraft, obviously sympathetic to the real players in 
the market, includes in the manual a section called "Quick Start".  The 
disks that came with my game had a few errors but this did not prevent my 
ability to play the game extensively.  Having filled out and mailed in my 
registration card, a correction disk was sent to me very quickly at no 
additional cost. 

The story of The Magic Candle is one of great evil threatening to regain 
hold over your beloved country. This is a classic plot done creatively. The 
game allows the player many options.  Though the difficulty of surviving in 
certain dungeons, towers, or even a cross country trek will prevent you 
from venturing into areas you are not yet able to handle, you still have a 
lot of freedom of choice.  Saving your game is easy to do and you are 
allowed to title each save with short notes to remind you of your place. 

The Magic Candle is a FUN game which requires extensive research (note 
taking).  It progresses in difficulty in pace with your character's ability 
to handle it.  Deruvia is a land of variety which aids in keeping your 
interest high.  Efforts are rewarded continously through out the game by 
means of increase in stats, equipment, ability or knowledge.  Unlike the 
Ultima games where the people seem to exist just to supply information, the 
population of Deruvia have a feeling of reality. 

The Magic Candle is an excellent game well worth the money, time and effort 
to play it!  ENJOY!! 

     Playability:   10
     Documentation: 10
     Graphics:       8
     Value for $:   10

  The Magic Candle, for the IBM PC, Apple IIgs and Commodore 64
	from Mindcraft Software, Inc.

	>This review is copyrighted 1989 by Wyvern. All rights reserved<

------------------------------
 
From: nxh@meaddata.com (Nobuya "Higgy" Higashiyama)
Subject: PC: Stunt Driver

Few years ago, a new arcade game called Hard Drivin' took the country by
storm.  With its fantastic smooth 3-D graphics, it gave a very good
simulation of driving on a racetrack.  Just to make things fun, it also
gave you a choice of a fast track or a stunt track (populated with
banked curves, loops, etc.)  Well, if you loved Hard Drivin', I think
you'll like Stunt Driver.

Stunt Driver is a new auto race simulation published by Spectrum
Holobyte, people who specialize in simulation games.  It requires 640K
memory, and it can work with most video modes, although it is most
spectacular with a VGA.  You can use the keyboard, mouse or joystick to
control the car, but I would strongly recommend the use of a good
joystick.  You'll want to have a fast PC to play this game.  It includes
a chart showing the recommended speed and detail settings for a given
video mode/CPU speed combination.  Fast/most detailed mode worked fine
on my EGA/16 Mhz machine.  It supports Adlib sound board, but also
provides pretty good digitized sound.

The idea behind this game is to compete against up to three other cars
on various tracks.  Tracks range from really easy (Course #1 is a simple
circle) to really hard.  As the name implies, many types of obstacles
are available:  banked curves, loop, sharp up-and-down hill, oil-slicked
road, tunnels, drawbridges (open or close, depending on when you get
there), a twist-jump ramp over a river (like a stunt in one of the James
Bond movies), and lots more.  The beauty of this game is the track
editor:  using the editor you can create your very own track layout.
Eight pre-built tracks are included in the game.  It keeps track of best
times for each track, but you cannot score a best time unless you beat
all your opponents to the checkered flag.

Speaking of opponents, you can have up to three other cars competing
with you.  They have different personalities:  a grandma (in a VW Bug)
whose main mission in life is to pull up in front of you and drive
slowly, a yuppy (in a Porsche) who wanders all over the road, and a punk
(in a Camaro) who takes pleasure in running into you and forcing you off
the road.  While it is fun to race against the clock, it's more fun to
compete with these unusual opponents.

Graphics are excellent for a PC game.  Objects are 3-d solid models, and
they move very smoothly.  The game gives you multiple views of the race,
including front/back/left/right from inside the car, a helicopter view
(from a helicopter tailing you from behind) and a camera view (just like
on TV).  Lots of nice touches, such as flying body panels and flames
when you crash your car!  At any point in time, you can replay the race
and watch it from any angle.  If you crash your car in a middle of a
race, the game will automatically replay the last few seconds before the
crash.  Like Hard Drivin', it's really a lot of fun to see your car
flying end-over-end after going over the hill too fast!

Controls are fairly realistic.  In order to get around the track as fast
as possible, you need to have a very delicate touch; a wild movement of
the joy- stick is enough to spin you off the road.

I've encountered very few bugs, all of which are reported to be fixed in
the next release (available Very Soon Now).  Very impressive for an
initial release.

All in all, this is one of the best racing games I've seen to date.

	Graphics:		10
	Sound (PC speakers):	8
	Playability:		8
	Fun:			9

	Overall:		9

  Stunt Driver, for the IBM PC, from Spectrum Holobyte

------------------------------
 
From: Thyss@cup.portal.com 
Subject: Lynx: Klax

The object of Klax is to accurately place colored tiles that tumble
faster and faster down the ramp.  To earn points and to progress from 
level to level, you must place the tiles in vertical, horizontal, or 
diagonal patterns called Klaxs.  Three or more same colored tiles in a 
row is a 'klax'.

IMPRESSIONS

Very addictive!  If you've ever played Tetris and thought it was addictive,
multiply that by 10 and you get Klax.  You have been warned.

This is the also first Non-Epyx game.  The title screen says "TM Atari Games
Corp.  Licensed to Tengen.  (C) 1990 Tengen Inc.  All rights reserved.
Licensed to Atari Corp."

The cartridge is the now standard (I guess?) 'L' shape (non stackable...
argh!) like Todd's Adventures in Slime World and other recent Lynx
cartridges.

It is a vertically played game like Gauntlet (rotate the Lynx 90 degrees).
Even though it is vertical, it isn't as hard to see as Gauntlet is. 
Most of the screen is bright colors and it is very easy to get used to.

The only other bad point (?) is that Klax is a one player only game.  This
shouldn't bother anyone, because you don't interact when you play doubles
at the arcade either.  

On the lighter side, there are 100 waves and unlimited continues.  I got
up to level 15 after having played for about 40 minutes.  When you first
turn on the game you can choose "Easy", "Medium" or "Hard".  Then a
"Please select a wave" screen comes up.  You choose from Wave 1, 6, 11
or the highest level played this session.  The wave select screen changes
as you get to higher waves (1, 6, 11, x -> 6, 11, 16, x).

As much as I can remember from the arcade version, the Lynx version matches 
exactly.  Wild blocks, X warps, "Klax Wave", "Tile Wave", "Points Wave" 
digitized announcer voices.

One of the best things about the game is the ability to pause it any time
during play.  This is really great if you are on a tile wave and 20 tiles
show up and your bins are almost full.

GAMEPLAY: 10 

Superb.  Whereas Tetris can get repetitious, Klax always has a challenge.

"Wow.  I just got a 4 row tetris." 
      vs.
"Cool!  I just got a big X klax that chain reacted into a 3 block diagonal
 klax and a 3 block vertical klax.  And I used a wild block so it all got
 multiplied by three and added again." 

The difficulty is just right.  And if it's too easy for you, change the
setting to Medium or Hard.  I'm glad they put the unlimited continues and
the start from level x, x+5, x+10, or highest level features in.  

GRAPHICS/SOUND: 10/10  

Excellent.  On the title page, there is an animated white hand doing the
sign language for "KLAX" and pushing credits on and off the screen.  Neat
looking backgrounds change every wave.  If you press the drop button when
nothing is on the paddle, you can see the spring pop up and you hear a
"boing!" sound.

The only music in the game is a nice drum/synthesiser/buzz/beep tune that
sounds great with headphones and the volume cranked all the way up.  Quite
a change from the beep-beep tune of Slime World.

The sound in this game is the best yet.  From the lady saying "Klax Wave"
to the crowd going "Awwwwwwwww" when you loose to the "Yeah!" when you
get a 5 horizontal klax, it's all there and all in beautiful digitized
sound.  The crowd even claps when you finish a wave.

DOCUMENTATION: 10

This type of game doesn't really need documentation but the documentation
is ok.  My major problem with the manual is that it is hard to read if you
don't have a microscope with you.  It is in 1/2 point Helvetica Light.
Slime World's manual is in a much nicer font and I wish Atari would do all
their manuals like that.  There is a tiny tutorial on how to arrange blocks
on level 1, but it would've been neat if they could have fit a Slime World
style manual in the game.  The cover and cartridge art is great. 

SUMMARY:

Go get it...in 2 weeks.

I talked to the sales guy and found out they got 6 of them from Atari and
they all sold out on the first day.  I asked him when they expected to get
their next shipment and the answer was "2 weeks". 

This is the game we've been waiting for.  If you've been holding off on
Slime World, definitely get Klax.  It looks like the shortage is over.  Two
new games in just 2 weeks!  Wow. 

	Gameplay:       10 
	Graphics:       10
	Sound:          10 
	Documentation:  10

	Overall:        10

  Klax, for the Atari Lynx, from Tengen.  $39.99   (PA2031)

------------------------------
 
From: cyamamot@kilroy.Jpl.Nasa.Gov (Cliff Yamamoto)
Subject: TurboGrafx: Double Dungeons

Double Dungeons is a one or two player RPG for the TurboGrafx-16.  It has
6 different levels or "stages" with a total of 22 dungeons.  Each level
requires more time to complete as you approach the last (sixth) level.
However, to actually play level 6, you must put together the 21 letter
password that is obtained from playing levels 1 to 5.  To get this far,
you must stay alive at all costs since you will lose your gold and hit
points if you are killed.  This is not too difficult since there are
many "power up" items that restore your hit points and/or give you
additional abilities, such as increasing your attack power.

Throughout the game you can visit shops and purchase new items such as
weapons, armament and potions.  Of course the better weapons and armaments
cost more, but it helps to buy them ASAP.  If you hold on to your gold too
long, you may find that parts of it disappear during combat.  It's to your
advantage to get better weapons and armament early on to avoid having gold
or potions taken later.  Although you can stay at the Inn to revive your
hit points it is somewhat expensive.  I think it's a better idea to spend
your money on potions to revive yourself.

There are five basic characteristics that affect your ability to fight and
defend yourself.  They are: Hit Points (HP), Attack Power (AP), Defensive
Power (DP), Evasive Strength (EV) and Experience (EX).  They are pretty
much self-explanatory.  One thing that I didn't like was that all of these
characteristics reset to their original values every time you start a new
dungeon.  This is not to say you lose them when you restart the *same*
dungeon using your password.  In that case, everything including your gold,
inventory, location, etc. is restored.  Unfortunately, this game uses a
24 character password which can get tedious at times.  It also doesn't use
the memory capability of the TurboBooster Plus which I found disappointing.

Well as far as graphics go, it's above average.  You're presented with a 3D
view of the corridor as you travel through the various dungeons.  Also any
of the items or enemies you encounter also appear in 3D (somewhat).  In the
one player mode, the corridor view appears on the left half of the screen
and your status (hit points, attack power, etc) appear on the right half.
While in the two player mode, player 1 has a corridor view on the left and
player 2 has a corridor view on the right.  The status for both players in
obtained by pressing the Select button.  Although the graphics aren't that
detailed, one thing that impressed me was the speed.  I've been accustomed
to the speed of RPG games on the PC/Mac and they don't have the graphics
speed that this game has on the TurboGrafx-16.  You can get slightly dizzy
keeping your eye on the screen as you scream down corridors, turning left
and right as you encounter corners and intersections.  Reminded me of the
motorcycle scene from 'Tron'.

The sound is mediocre.  There are sounds effects when you attack enemies,
but they all sound the same.  Also there is a annoying BGM that plays
throughout the entire game and introduction which cannot be shut off.  It
repeats the same tune every 20 seconds so it becomes repetitious after
a while.

In general, Double Dungeons would probably be a pretty decent RPG if it
had a little more variety in the graphics department (I guess that's why
I'm dying to see how Y's looks).  The concept of the game is good, but I
found myself getting bored looking at the same scenery over and over again.
It could be I'm spoiled with the RPGs on the PC and Mac since they tend to
have a better variety of screens, but then we're talking 2 to 4 Megabytes
worth of data (probably another reason why CD-ROM adventures should be
better).  It might be a bit more interesting in two player mode, but my
friend didn't seem too enthusiastic about playing it with me.  I probably
wouldn't rush out to buy one, but it would be okay to rent or borrow
sometime.

        Graphics:       5
        Sound:          3
        Playability:    7
        Overall:        5

  Double Dungeons, for the NEC TurboGrafx-16, by NCS.

------------------------------
 
From: ericc@boris.aux.apple.com (Eric Castle)
Subject: Genesis: Cyberball

First off let me just say I've never played the arcade version of
Cyberball.  It looked too complicated.  But I decided to get it for my
Genesis since I like sports games and because it can be played by 2
players.  I'm glad I bought this game because now that I've played it, I
really like it.

Cyberball is basically football, except your players are robots.  You
try to score touchdowns but, unlike football, the ball can explode, so
in order to diffuse the ball you have to make it past the 50 yard line.
When you do the ball cools down again.  Then you have to make it into
the endzone before the ball heats up and explodes.  You get around 7
plays before the ball explodes.  Your robots may also become damaged as
they get hit during the game.  They will start smoking when they are
damaged; when a robot is destroyed you get a replacement, the quality
of which depends on your available funds.  You start with a certain
amount of money and then earn money for touchdowns, crossing the 50 yd
line, etc....  Your defensive players have turbo-boost capability to
help them run down the offensive players.

There are 2 ways to play Cyberball; against the computer and against a
person.  When you play the computer, you play in what is called League
play.  Here you pick a team and play other teams in a tournament which
ends up in the cyberbowl.  You start out with a certain amount of money,
I think 50000, which you can use to upgrade a player.  You can't do much
with 50000 unfortunately, but you earn more money as the season
progresses.  There is a passwd option in this mode so that you can save
the state of your tournament and continue it later.

You can also play against another person in what is called versus mode.
Here both players pick a team and play each other.  You start out with
$900,000 to work with which can buy you some decent player improvements.
I like to spend it all on my quarterback which makes him the best he can
possibly be.  The quarterback can then run pretty fast unlike the normal
quarterback.  The only problem with spending money on the offense is
that they become damaged and eventually explode, usually resulting in a
fumble not to mention losing the player you spent all your money on.  I
like to spend money on my defensive players since they seldom get
damaged.  The only thing I have trouble with is with the turbo-boost.  I
bought the best safety I could but was pretty much unable to control him
with turbo-boost; with the touch of a button he zooms off the playing
field and the screen :-).

The graphics are good, nothing spectacular, but not bad either.  At
least I can tell the players apart.  The sound is pretty simple.  Mainly
theres this heartbeat-like droning that gets faster and faster as the
ball becomes more critical.  At first I thought that this music would
drive me crazy after a while, but actually I kinda like it since I think
it sets an appropriate mood for the game.

This game plays well.  I love the instant replay when you just executed
a great play.  Although the instant replays only happen for the
offensive great plays.  Controlling the players, handing the ball off,
and passing are easy to do, although catching a pass is another matter.
The only problem I have with this game is that for a person that hasn't
played it before there should be a way to pause the game so you can look
at the plays longer.  You don't get very long to choose a play.  You can
take a time out, but this goes by just as fast.  In league play when you
are choosing a play and you move the D-button to that play, it tells you
what to do for this play.  But since play selection goes by so quickly,
you barely have enough time to look at the patterns for the play and
read what you ( the quarterback) should do.  Picking the defensive plays
is a little easier so the time isn't so critical.  In versus mode, I
busted up laughing when I saw the play selection screen.  It gives you a
split screen, one half for the offensive player and one half for the
defensive player.  Talk about small, it was really hard at first to
figure out what any of the plays did.  All you see is this tiny box with
different colored lines drawn in it.  Fortunately, you do get used to it
but it takes a while.  A pause feature would have really been nice in
this mode since you don't have very much time again.

Passing is a little hard to get used to at first.  You can choose to
play with markers on the field which tell you where the player will go
to catch the ball.  A friend and I played this way for a while but we
decided to play without the markers since the markers let the defense
know where you where going to possibly throw the ball.  One thing about
league play that bugs me is that you CAN'T turn the passing markers off.
I like playing without the markers, but in League play you don't get the
option of turning them off ( even though you can turn them off in the
options screen ).  Sometimes when you choose a play the players don't
always do what they are supposed to.  I have run what I thought was
supposed to be a running play and when I tried to hand off the ball to
the running back, the quarterback passed it, Yipes!  Sometimes the
quarterback doesn't pass it where I think its supposed to go either.  I
don't know if this is because of the defensive play choosen or I did
something wrong or what.  The reason I don't know is because of the
stinkin' manual.

The manual for this game leaves a lot to be desired.  It doesn't really
explain how to pass.  If you have the markers on the field to tell you
where you're supposed to pass the ball, during the play, they change
color to blue ( I believe ).  What does this mean?  The manual doesn't
say.  It looks to me like it changed colors when I was supposed to throw
the ball but who knows.  The manual also doesn't say what the different
colored arrows and circles are in the play selection screen.  I guess
they are for the different positions of the players.  It also doesn't
explain what happens if you don't choose a play on time.  What play do
you get?  Also, when you need to replace a player who was destroyed the
manual just says you will get an opportunity to replace the player in
the play selection screen.  Well what kind of player can I get.  Does it
depend on the money I have?  I've never been offered a choice, it just
tells me to select the player.  If I had more money, would I have gotten
a better player, say one made out of titanium instead of plastic?

Overall I really like this game, although some of that might be because
there isn't a football game out yet for the genesis.  Its fun, fast and
plays well.  The only complaints I have is that there should have been a
pause available, at least in easy mode, to make it easier for people to
learn the game.  The manual could be more detailed as well.

	Graphics	7
	Sound		6
	Documentation	4
	Playability 	9

	Cyberball, for the Sega Genesis, $49.00

------------------------------
 
From: ericc@boris.aux.apple.com (Eric Castle)
Subject: Genesis: Super Monaco GP

I've been waiting for a car racing game for the genesis and I wasn't
dissappointed.  Super Monaco GP is great!

There's 16 tracks to race on.  You can choose free practice in which you
can race by yourself on any of the 16 tracks to get practice.  You can
race like in the arcade where you qualify in a preliminary race and then
race in a real race.  When racing in this mode however you can't fall
behind a certain position in the race or the games over.  I usually end
up crashing into a barrier while trying to pass other cars.  Theres also
a world grand prix mode where you race on all of the 16 tracks and try
to win the championship.  For this mode theres a passwd so you can save
the game state.

I think the graphics in this game are excellent.  They're really smooth,
with no flicker.  There's also some digitized scenes which are neat but
don't really matter since they are mainly used for the title screen, hi
score screen, etc...

The car controls nicely.  I really like that you can make any of the
functions for shifting up and down, accelerating, or braking, be any of
the buttons or direction controller.  I've chosen option F which is
D-button for accelerating ( push up ) and braking ( push down ), and use
button A for down shifting and button B for upshifting.  I don't like to
use the D-button for shifting since its too easy to accidently shift
gears, but others might like it.  At least you can choose from 5
choices.  Maybe if more driving games come out, Sega or some third party
will give us a steering wheel controller.  I'm still getting used to
shifting and haven't won any races yet using the manual trans- mission.
It looks like you definitley need to use the manual transmission to
compete though, since using an automatic you're car just isn't fast
enough - or maybe I'm just not a good enough driver.

One thing I've discovered is I can run into the other cars and crash
them so that smoke is pouring out of them.  I don't know if this hurts
my own car or not when racing in Super Monaco mode ( arcade mode ), but
its kinda fun.  In the World Championship mode bumping other cars does
damage you car and you will be told to take a pit stop.  I haven't
played in this mode much so I can't comment on it too much.  Basically
you are the member of a racing team and you're going to compete in 16
races on 16 different tracks.  Each race is 5 laps long with no position
limit.  But you have to finish at least 6th to get any points.  After
each race the standings are shown for the race and then for the current
World Championship.  Before each race you choose the type of
transmission to use, the manual says to use a manual transmission since
this mode is harder than Super Monaco mode.  Also you can take practive
"warm up" laps around the track to get used to it.  You can take 9 warm
up laps.  Before each race, you can also choose a rival to race against.
This makes things a little more interesting and competitive.  This game
also has some digitized voices that tell you various things.  One says
"Come On" when you're not doing so good.  Another says "keep it up" when
you are doing good.

The background music is ok, nothing special but not bad either.  In fact
as I write this I can't remember what it sounds like at all, so I guess
it didn't make a big impression on me one way or the other.

Overall, I found this game to be really good.  Its still just as
challenging as the first day I bought it.  I still haven't won a race
yet, but I'm getting better and still having fun trying, which is what
counts.

	Graphics 	8 
	Sound 		7 
	Documentation 	7 
	Playability 	8

  Super Monaco GP, for the Sega Genesis, $49.00

------------------------------
 
From: mfrose@caen.engin.umich.edu (Martin F. Rose )
Subject: Genesis: Whip Rush

In the year 2222AD, an exploration party of three Alpha-type ships were
sent from a crowded Earth.  Their mission was to seek out new worlds
suitable for human colonization.  After five years of exploration and
regular communication, the ships notified Earth that they were
approaching the planet Voltegeus.  Communication was broken off
immediately thereafter, and the expeditionary force was listed as
"missing and presumed lost".

A short time later, an enormous starship appeared from behind the far
side of Mars.  Examination indicated that the three Alpha ships were
within; they had been transformed by a hostile alien culture into a huge
juggernaut of destruction!  This new titan waded effortlessly through
all efforts to stop it on its path to Earth, and the Voltegians were
soon well-fortified on Terran soil.

In a last-ditch effort to retake Earth from these invaders, the best and
brightest of the world resistance united their efforts to create a
single mighty fighter, code named "Whip Rush", and sent it to do what
noone else could...

(Boy, this background hype is corny, isn't it?)

In Whip Rush, you once again control a lone fighter, sent out to battle
against impossible odds.  This time, however, there are some new
controls to be learned and some new challenges to face.

At the onset, it appears to be a standard, horizontal-scrolling shooter
game.  It is during the course of the first level, however, that you
find the game to be a bit off of the standard.  After taking on a couple
power-ups and a minor "Boss" (blech!  Bad!  Evil word!)  ship, your
voyage takes a different turn-- STRAIGHT DOWN.  It is also here that you
discover that your fighter always faces to the right, which can hamper
your ability to fight when you are advancing to the LEFT.

The control capabilities set this shooter apart from others.  Instead of
picking up "speed-up" power-ups, as in R-TYPE or TRUXTON, *you* control
the maneuvering speed of your ship with the A button, which comes in
*very* handy in the higher levels.  You can also pick up two "friends",
little satellites that enhance your firepower, can be pointed in any of
the four cardinal directions (but always opposite each other), can be
"bounced" at the enemy when a shot isn't available, and cannot absorb
incoming fire (@#$%!!).  The decisions presented here can be your saving
grace or your downfall; a poor choice of motion speed or firepower can
ruin an otherwise well-played game.

I have already heard one cry of "this is too easy".  True, it doesn't
take too long to master the four levels listed in the manual.  However,
the manual doesn't show all of the levels, and after Level 4, the
party's over and they *really* get mean.

Well, looks like it's tally time!

GRAPHICS - 8/10.  Colorful, dynamic and detailed, but there are
                 a few mistakes--most notably at the beginning
                of Level 4, where some asteroids will vanish
               completely from the screen only to reappear in
              your face.  Still, there are some unpleasant
             surprises in store.

SOUND/MUSIC - 7/10.  Sound effects are pretty standard, and BGM
                    shows little variety, but there are a couple
                   of nifty dance riffs in this game :)

CONTROLS - 9/10.  The new control options are a definite plus
                 for this title.

GAMEPLAY - 7/10.  This is the game's weakest point.  A bit of
                 practice will allow most players to just about
                walk through the first four levels, but Level 5
               is like hitting a brick wall in a Honda CRX at
              80mph.

OVERALL - 7/10.  The first four levels are a fun challenge, but
                after that, it's war.

(I may be wrong about the name "Renovation Products", at least
about the "Products" part...)

WHIP RUSH, for the Sega Genesis, by Renovation Products.
 
-------------------------------------
 
To join this group or have your reviews appear in the next issue, please
send electronic mail to Dave Taylor at the following address;
 
		digital-games@digital-games.Intuitive.Com
 
We welcome reviews of games for any computer system, including the IBM
PC, Apple Macintosh, Atari, Nintendo Entertainment System, Atari Lynx, 
Sega Genesis, Nintendo GameBoy, NEC TurboGrafix, Amiga and so on.

Back issues are archived as digests, as well as broken into individual
reviews.  To receive them via electronic mail, send a note to the
address "info@limbo.intuitive.com" (or decwrl!limbo!info) with the
body containing the lines "help" and "listall Digital.Games".

The views expressed in Digital Games Review Digest are those of the
individual authors only, and do not represent the views or opinions
of Intuitive Systems or any of our affiliates worldwide.  The copyright
of each article is that of the original author, and the copyright of
the digest itself, as well as the name "Digital Games Review Digest"
are noted here.

*********************
End of Digital Games Review Digest
*********************

