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Subject: Digital Games Review Digest, #16
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                     Digital Games Review Digest, Number 16
 
                           Sunday, November 11th 1990
 
Today's Topics:
 
PC: 				   Harpoon

Mac: 			       Darwin's Dilemma
     				   Bomber

NES/GameBoy: 			 Dr. Mario
NES: 				 Pipe Dream
     			       Maniac Mansion

TurboGrafx: 			Super Darius
            			 Psychosis

Genesis: 		    Dai Sen Puu (Twin Hawk)

----------------------------------------------------------------------
 
From: deichman@cod.nosc.mil (Shane D. Deichman)
Subject: PC: Harpoon

Harpoon, from Three-Sixty Pacific, Inc., is a contemporary naval
wargame for the IBM.  Harpoon requires an IBM PC, PC/XT, PC/AT or
compatible system, and will also run on the Tandy 1000 series.  
Also, DOS 2.0 or later is necessary, as is 640k RAM with 550k free.
Harpoon will NOT run from 360k floppy drives, and a hard disk and
mouse are highly recommended.

The IBM version of Harpoon is perhaps one of the best (if not THE best)
Naval Warfare simulators around.  It is very up to date on the various
systems and platforms utilized by the navies of the world.  Fans of Tom
Clancy may recall that his initial inspiration for "The Hunt for Red
October" came from the board game version of Harpoon by Larry Bond. The
biggest complaint I've heard of the board game is the time involved in
setting up an engagement.  The computer version resolves that dilemma.

More than just a "game," it is also a very in-depth data base on the
capabilities of various ships, subs, and aircraft seen in a modern
combat theatre.

Play can either be a small engagement between individual surface craft
or a broad campaign pitting carrier battle groups against one another.
You can play either NATO or the USSR (all engagements are between forces
of the two superpowers; if you want a political statement of "glasnost"
this isn't the place to find it).

You actually perform the functions of the battle group commander, issuing
orders for course, speed, what radar/sonar to activate, what systems to
fire, etc.  The realism of ephemeral contacts (especially in ASW -- anti- 
submarine warfare) and tracking is readily apparent.  You also see the
grim effectiveness of some of today's most advanced weapons (including
tactical nuclear devices; you do have the option of restricting nuclear
releases in the game).

Various other aspects (such as sea state and visibility) are taken into
consideration, making a very real exercise in naval confrontations.

Harpoon is an excellent product, and I would highly recommend it to anyone
who likes military simulations, or even if you're just a trivia buff,
I give the same recommendation -- the money you pay for the game is about
half what you'd pay -just to get the database alone (_Jane's Fighting
Ships of the World_ is around $125 these days).

Harpoon also provides a wide range of visual aids to complement the 
extensive database.  While it will run on a CGA monitor, it is truly
a spectacle on an EGA system.  The graphics provided include a map of
the theatre of battle (default is the Greenland-Iceland-UK gap area,
with coverage of the North Sea to the Barents Sea given; a separate
scenario is available for North Atlantic engagements), a smaller area
of operations view which focuses on the battle group, plus various
information screens.  Also, when engaging other platforms, a close-up
graphic of the ships involved is given, with accompanying launch sounds
and a moving missile.

	Graphics:          8      
	Sound:             7
	Documentation:     9 
	Fun-level:         7
	
	OVERALL:           8

So, if you're looking for a very in-depth naval wargame, Harpoon
is for you.  However, if you want arcade-like action, I would suggest
you try something else -- Harpoon is a thinking persons' game, and
requires a certain degree of patience and forethought.
 
------------------------------
 
From: Dave Taylor <taylor@Intuitive.Com>
Subject: Mac: Darwin's Dilemma

When Charles Darwin, sailing around on the HMS Beagle, came up with
his novel theory of evolution, he probably never imagined that it was
fodder for an interesting computer game!  Surprisingly, though, Inline
Design, the same group responsible for Bomber, have come out with a
challenging puzzle game which actually is loosely based on the theory
of lower life forms combining genetically to create higher life forms.

In Darwin's Dilemma, you are kinda like God; you're the force that
pushes lower life forms together.  In fact, that's really the whole
game in a nutshell; the playing field is full of icons representing
life forms and you simply push them around to combine them into 
higher life forms.  The trick is that only like life forms can combine,
and that the playing field has no "friction" so a push results in the 
creature gliding in the requisit direction (wrapping around the screen)
until it hits another creature and, if similar, combines, or dissimilar,
stops adjacent.

The puzzle, then, is to figure out the correct sequence of moves to
make so that all the lower life forms on the screen combine to be a
single higher life form.  Once you've acheived that, you're ready for
the next level, which adds yet more complex creatures.  

The evolutionary chains are a bit weird in this game too; four flowers
combine to become a butterfly, for example, and four butterflies, four
beetles, or four birds combine to become a turtle.  Four turtles then
combine to become a whale (which leads one to wonder whether a bird
really is equivalent evolutionarily to a beetle?)

It's not too difficult to get into a spot where you can't push any
creature to get it to combine with a like creature, perhaps because
you can't get the "darwin" (er, pointer) to the correct side (since
you can only push against exposed surfaces, a creature surrounded by
other creatures is locked into place).  For this reason, players are
allowed a limited number of 'teleswaps', where two creatures can 
swap places on the playing board.  These need to be used quite sparingly,
however, since while they do replenish as you increased in levels, they
don't show up too often!

Overall, this is a pretty novel game and a challenging puzzle to boot,
though it can be very frustrating.  The graphics are pleasant, though 
not particularly inspiring.  It does look pretty cool on a color display 
since all the creature icons are multicolor, but even then, the background 
is plain, boring white.

	Graphics: 	5	uninspiring, but effective
	Sound:		2	minimal sounds used in game
	Playability:	6	controls are a bit funky to get used to
	Challenge:	9	gets HARD as you go up levels
	
	Overall:	7	a neat puzzle game

  Darwin's Dilemma, for the Apple Macintosh
	from Inline Design

------------------------------
 
From: taylor@Intuitive.Com (Dave Taylor)
Subject: Mac: Bomber

Also from Inline Design, Bomber is probably the coolest use of HyperCard
I've ever seen on a Macintosh.  Taking place during World War II, you're
a B17 pilot flying missions over Hitler's Germany, with targets ranging
from the Ford Assembly Plant at Antwerp to the Kolnishe Tire Factory in
Cologne, to the IG Farbon Chemical Plant in Munich.

One is tempted to automatically assume that all games to do with
airplanes are flight simulators in the vein of Microsoft Flight
Simulator and such, but Bomber is really very different.  In fact, it's
almost everything *but* a flight simulator!  Your goal in the game is to
complete twenty-five missions, hopefully successfully, but alive.  Each
mission starts with your being allocated a bomber from the small fleet
available (six), then assignment of a target.  At that point, you must
decide how much fuel to bring on board (too little and you stall out
coming back across the channel, or worse yet, over occupied territory.
Too much and you're flying low and heavy, an easier target for the enemy
to blow out of the sky).  In addition, you can decide whether to slap
additional bombs under your wings; more firepower, but again, it adds to
the weight of the plane and lowers the flight ceiling and speed
dangerously.

Finally, you plug your headphones (included) into the Mac, click on the
'take off' button, and help your co-pilot bring the bomber up and into
the sky over England.  Various crew members will remind you of certain
actions, like turning on the in-plane heater and oxygen, by suggesting
them over the headphones...

As you fly over the front and into enemy territory it starts to get
quite exciting; suddenly flak bursts around you, bandits and bogies
appear in the sky, and you've got to instruct your gunners which targets
to try, then shoot at just the right moment.  Make a wrong decision and
you might not see the airfield in England again!  Guns run out of ammo
and overheat, too, so don't go too wild trying to strafe an enemy
fighter as it zooms by either.

If you survive long enough, you'll get within range of the target, at
which point you leave the flying to your co-pilot and climb down to
assist the bombadier in spotting the target and letting the bombs go.
That's pretty tough too; the center of the screen becomes a slowly
scrolling birds eye view of the city in question, and your targeting
information points out a particular building by geographical landscape.
Once the target is spotted, the bombs have to be dropped before the
target is directly underneath the bomber (at 3000 feet, the bombs might
have a three second or more fall, and if you're flying at 400 mph that
could reflect in missing the target by quite a distance)

That's probably the most difficult part of the game, actually.  Being
able to recognize the target and then drop the bombs at just the right
moment in advance to actually hit the target.  I know that I flew about
ten missions without a single bomb on target before I started to get the
hang of the bombing section.

Once the bombs are away, you hop back into the cockpit and fly back
through the continued flak and enemy fighters, finally, hopefully, landing
back in England to receive the congratulations from the base commander for
a bombing run well done.  It's not easy!

As I said at the top of this, Bomber is just an amazingly cool game and
a super example of what you can do with HyperCard and some imagination.
While it is only in black and white (since HyperCard doesn't yet fully
support color) the documetantion is top notch, the audio (and voice!) is 
quite fun, and the game itself is challenging and interesting to boot.  
An excellent game for all and especially so for older children that will 
appreciate the fun involved in this history lesson.

	Graphics:	9
	Sound:		8
	Vocal Cues:	10+	a great idea!
	Documentation:	10
	Challenge:	9

	Overall:	9.5	one of the best Mac games yet

  Bomber, for the Apple Macintosh, from Inline Design

------------------------------
 
From: leo@theory.lcs.mit.edu (John Leo)
Subject: NES/GameBoy: Dr. Mario

Dr. Mario is a Tetris variant, and can be best described as a cross
between Sega's Columns and Nintendo's "B-game" of Tetris.  There are
three types of viruses (red, yellow and blue; or black, grey and white
on the Gameboy) and a certain number start on the screen when the game
begins.  Dr. Mario throws capsules which consist of two colors (so
there are 6 types) and the object is to clear the screen of the
viruses.  When you get four colors in a row (horizontally or
vertically), which can consist of parts of capsules and/or viruses,
the row disappears and anything it was holding up falls down.  So
chain reactions are also possible.  The controls are essentially the
same as Tetris; you can rotate pieces and move them as they fall.  As
usual for Nintendo control is very good.

So like Tetris the game is very simple yet quite addictive.  And it is
different enough from Tetris to have its own feel and stategy.
Despite the simplicity one can do some very complicated things, and
I'd say we are still only at the intermediate level as far as our
mastery of the game goes.  You can start at any of 20 levels; the
higher the level the more viruses you start out with.  At level 20 the
viruses are nearly up to the top of the screen so you need some luck
at the beginning.  If you complete level 20 you get one chance at 21
but we've never cleared 21.  There are also three speeds and the game
speeds up as you play as well.  You can also choose between two kinds
of music or else silence.  If you complete level 5, 10, 15 or 20 at
medium or high speed you get to watch a short show; it is nice but
nothing exciting (we haven't done 20 at high speed yet, though).  I've
gotten a bit tired of the one-player game but my girlfriend is still
completely addicted and plays every day.  It's easy to play a quick
game or two when you need a break from studying.

But another major reason I bought the game is for the two player
version, and that one is especially fun.  It's a bit like the 2-player
Gameboy Tetris game, but somehow even more fun because there's more
variety in the strategy.  You have to clear the screen first or else
force your opponent off the top; which one happens more often depends
on what level you play at.  When you complete two or more lines at the
same time random colors fall down on your opponent's screen.  These
can actually sometimes help, but they usually hurt and furthermore
take up time.  Like the 2-player Gameboy Tetris there is a lot of
subtle strategy and we are always coming up with more tricks to play.
A very exciting game, and since each player can have a different level
and speed, even two players of very different abilities can have a
good match.

I would recommend the NES version over the Gameboy version, since it's
nice to have color and a bigger screen; also there are no "treats"
when you finish levels in the Gameboy version.  For the two-player
Gameboy game you need two machines and cartridges.  And advantage of
the latter is that you can't see the other person's screen, but we
found we were too busy to even look most of the time, and looking can
be part of the strategy as well.

I'd give the game an 8 out of 10. If you like Tetris-like games or are
looking for a good two-player competitive game check this one out.

------------------------------
 
From: Dave Taylor <taylor@Intuitive.com>
Subject: NES: Pipe Dream

While Mario might have started life as a plumber, he left the plumbing
business just a bit early; Pipe Dream, designed by LucasFilm Games and
brought to the Nintendo Entertainment System by Bulletproof Software,
shows just how frantic and fun being a plumber can be!  A fast moving
puzzle game, the object of Pipe Dream is to build the longest pipe
possible as you construct only one or two pipe lengths ahead of the
flooze crawling down the line.

The playing area is eight by ten 'cells' in size, each cell able to
contain any of the possible pipe pieces.  Each level always has a
starting piece (where the flooze begins to ooze out of) and higher
levels have reserviours to temporarily slow the flooze down,
accelerators to speed the flooze up (!), and various obstacles that get
in the way of laying your pipe down.

Pipes come in a number of different varieties, including four different
elbow connectors (pipe pieces cannot be rotated), horizontal and
vertical straight extensions, crosses, and, at higher levels, various
weird pipes like unidirectional straights.  Points are garnered for each
pipe piece that the flooze travels through, and subtracted for each that
is unused at the end of the level.  Bonus points can be gained by using
both directions of a cross, and indeed if the flooze travels through
multiple crosses one after the other, the point value skyrockets.  A
definite winning tactic!

The top left of the screen shows the stack of pipe pieces queued for the
player; pieces are released in that order and each piece must be placed
on the playing area before the next is made available.  This can be
quite frustrating as the flooze creeps towards the empty spot and you're
furiously dumping useless pieces to get the right pipe fitting!

Unlike the version of Pipe Dream written for the Macintosh, PC and
Amiga, the Nintendo version actually allows players to die three times
before the game actually ends.  Being more forgiving, it also means that
games tend to go on quite a bit longer too; having had some experience
playing the Mac version of the game the NES game always lasts at least
fifteen minutes, and sometimes quite a bit longer.  Top score in the
house so far is 570,000 after over an hour of play.

Since this game isn't particularly demanding on graphics, Pipe Dream is
a very good title for the NES, and the graphics look very attractive on
the screen.  The audio is also excellent, with the catchy Pipe Dream
theme song merrily playing in the background and even changing tempo
when you've forgotten a piece of the pipe line near where the flooze
currently is flowing.

Overall, Pipe Dream is an addicting puzzle title, captivating to adults
as well as children, without any violence, and very fun.  If you have an
NES and like fast paced puzzle games, this is a winner!

	Graphics:	8
	Sound:		9		great theme!
	Playability:	9		easy and straightforward
	Challenge:	9		incredibly tough at higher levels

	Overall:	9		a great addition to any NES library

  Pipe Dream, for the Nintendo Entertainment System
      from Lucasfilm Games by way of Bulletproof Software

------------------------------
 
From: Alan Klietz <alan@uh.msc.umn.edu>
Subject: NES: Maniac Mansion

MANIAC MANSION is a highly innovative role play game for the NES.
Produced by Jaleco and written by Lucasfilms, this unique game is
a must buy for any adventure/role play gamer.

*** Warning: this review contains some minor spoilers. ***

The most notable fact about this game is that it is DIFFERENT --
it has a feel that is very un-Japanese and uniquely American
(well actually, uniquely Californian).

You are Dave, the leader of a bunch of suburban punk teenagers
investigating the bizarre happenings in a goofy mansion.  It seems
your foxy girlfriend Sandy has been kidnapped by Dr. Fred, one of the
crazy bright blue dudes who live in the strange mansion.  There's also
Cousin Ed (who's really "wrapped up" in his work) and Nurse Edna
(who has a face capable of shattering concrete) and Weird Ed (never,
ever, touch his pet hamster). 

While they've always been kinda weird, something about that mysterious 
meteor that crashed into their yard has done something really strange
to Dr. Fred.  "You know, Dad hasn't slept in five years," says Ed.

It is really refreshing to see a real role play game, in the literal
sense of assuming the role of a character and exploring a wonderful
world, not the cliched endless rehashes of D&D.  (Buy weapon, explore
the dungeon, raise hit points, yawn!)  There is nothing quite like it in
the video game biz; the closest analog would be old text RPG games like
Infocom's HOLLYWOOD HIJINX or HITCHHIKER'S GUIDE TO THE GALAXY.

The interface is also like Infocom: you construct complete English 
sentences ("READ THE SIGN, FEED THE TENTACLE THE ROTTING WEEK OLD ROAST")
by pointing and clicking at verbs or items using the control pad.  While it
would seem to be awkward, it turns out to be easier than expected.  The
cursor accelerates as you hold down the button and with practice it is 
possible to point at anything on the screen within a second or two.  In
addition, the most common commands (GET, OPEN, USE, GOTO) can be picked
immediately using the select button.

You control three different kids, in real time.  The Maniacs are also
moving around the house and doing things, so timing is important.  
Each kid has various abilities and can solve puzzles differently.
If you get stuck on a puzzle using one kid you can try another.  There 
are a variety of outcomes depending on your actions.

The graphics are crude, the music is lame, but who cares as long as you
are having fun? 

There is a battery backup for saving your game in progress.  Included with
the instruction book is a poster full of clues.  If you are still stuck
you can order a hint book for $7.95, complete with all maps and a full
solution from Dave's point of view.

Graphics:        4
Excitement:      10
Sound:           4
Manual:          7

Overall:         9

	MANIAC MANSION for the Nintendo Entertainment System, 
	    written by Lucasfilms and produced by Jaleco.

------------------------------
 
From: wang@hpdmsjlm.cup.hp.com
Subject: TurboGrafx: Super Darius

Super Darius is a side way scrolling shooting game.  The object of this game
is to pilot the fighter "Silver Hawk", and battle through seven levels of
Perusa enemy armies.

There are 3 kinds of power-ups.  Red capsule improves forward shooting weapon.
Green capsule improves bomb capability.  Blue capsule improves shield strength.
Enemies of red, green, or blue color carry capsules of the same color.
Killing them will release the capsules.

Since this game is a CD-ROM game.  I expected a lot from it.
Particularly, it claims to have dolby surround sound in its sound tracks.
After listening to the game's back ground song with my dolby surround
equipment, I could not detect anything special other than the fact that
it's in stereo.

Same as some of other TG-16 side scrolling games, occasionally the screen
would flicker.  This is not a severe flickering problem.  The amount of
flickering did not bother me during game play.

Graphic wise, Super Darius comes out pretty well.  There are a lot of
different types of enemies.  There are a total of 26 different big bosses.
The CD-ROM's storage capacity was put to good use here.  After defeating
a boss, Silver Hawk will fly to a branch point in the tunnel.  The two
paths will lead to different areas in the game.  There are five kinds of
terrains: caverns, city region, mountain region, under water, and outer
space.  I believe the enemy vessels in the under water area, and the outer
space area are easier to deal with.  Mountain area enemy vessels have a lot
of fire power.

I had trouble progressing in this game when I am playing in regular
speed.  The enemies always kill me off before the end of the first
level.  The enemies fly toward you at a very fast speed.  Also the enemy
fire is also very deadly.  If you don't move, they will never miss!  I
had much better luck after I played this game in super slow mode.  The
music still plays in regular speed, so I can play the game more or less
normally.  The game at the super slow mode can still be deceptively
tough.  I had to work hard to keep Silver Hawk from being blown up.

If there is a fault with this game, I believe the lack of interesting
weaponry would be it.  The forward shooting weaponry progresses from
bullets, lasers, then energy wave.  The bomb weaponry progresses from
single bomb, double bomb, then quadruple bombs.  That's all.  There is
no fancy 'kill them dead' weaponry in this game, sorry.

	Graphics:    8
	Sound:       7     (couldn't tell if it's Dolby Surround)
	Playability: 5     (no interesting weaponry, game too hard)

	Overall:     6.5

   Super Darius, for the NEC TurboGrafx-16 CD-ROM system
	from NEC Avenue, licenced by Taito Corp.
	(Japanese version reviewed)

------------------------------
 
From: Zandos Rhoe <tonsieng@cs.uiuc.edu>
Subject: TurboGrafx: Psychosis

Being a big fan of shooters, I couldn't wait for this game to come out.  I
originally played it during the TurboGrafx-16 play tour and was very
impressed.  Graphically this is one of NEC's best games.  The enemies are
highly detailed and the backgrounds are very sharp and colorful.  There is
no noticeable amount of flicker despite all the action that takes place
in this game.  A very EXCELLENT job by NEC in this department.  I originally
read a review of this game in VG&CE and I couldn't believe the reviewer gave
it a FIVE out of TEN on graphics.  Evidently he did not think that the
background graphics or the enemies fitted the storyline very well.  I am
not the type of person who judges the quality of graphics based on how they
relate to a storyline ... especially NOT the graphics for a SHOOTER!!  These
things are mindless fun anyway, so who cares!!!  Anyway, a definite 9 for
graphics on this one.

The sound on this game is not too bad.  There is a tune for every stage.
The music in each stage starts out somewhat slowly but as the action gets more
intense it speeds up.  A very nice touch.  The sound effects aren't too bad
either.  They are not in the same league as Blazing Lazers, but nevertheless
the are well done.

Playabiliy and challenge are the things that make a good game even better.
Psychosis has five levels of play, after which the game repeats and speeds
up a bit.  A little bit of an understatement actually ....

Anyway, I found this a little bit disappointing.  The graphics to this
game are really great and the sound is too but having only five stages
makes the game much too short.  Most really good shooters have from 8 to
10 stages.  Furthermore, the individual stages aren't particularly long
either.  Challenge makes up for all this in a big way.  This has got to
be one of the most IMPOSSIBLE shooters that I have ever come across!!!
You don't need that much fire power to get past the first or second
stage, but MAJOR firepower is required to get past the last three.  In
other words, if you die you've just about had it.  It takes too long for
you to pick up enough power ups for you to regain the firepower you lost
when you die.  Oh, as for the power ups, you can get a wide, thunder or
back laser.  You can also get little balls, reminiscent of the POD in
R-Type, which can be rotated around your ship to protect you against
shots and help you destroy the enemy.  Learning to place these balls
quickly in the right place helps considerably.

If you are the type who loves a good challenge and also a shooter addict
this game is definately for you.  Psychosis will provide hours of fun
for you.  However, I do not recommend this game to those who do not have
faster-than-lightreflexes or to those who are short on patience (Well,
maybe if you have the TurboStick, slow-mo will help).  Overall, this is
a fun game only for the most hardcore gamers.

	Graphics: 	9
	Sound/Music: 	7
	Playability: 	7
	Challenge: 	9
	Fun Factor: 	7

	Overall: 	8

------------------------------
 
From: milton@ccwf.cc.utexas.edu (Milton W. Kuo)
Subject: Genesis: Dai Sen Puu (Twin Hawk)

Game Type : Shooting

     Dai Sen Puu, meaning "large twisting wind" or tornado, will be
named Twin Hawk in the U.S., if it is released.  Twin Hawk is a vertical
shooting game very similar in concept to the Sky Shark coin-op game by
Taito.  In Twin Hawk, you control a biplane and fly across the land and
seas gunning down tanks and ships.  Destroy special trucks and boats and
various power up items will appear to aid you in your mission.  The
power ups available are 1-Ups, increased shot power (you shoot more
shots and they cover a wider angle), and helpers.  Helpers, when used,
summon a squadron of eight planes that fly with you and help destroy the
enemy.  When necessary, they can be ordered to crash themselves into the
enemy.  Helpers may be used in another fashion by pressing the summoning
button twice.  This results in a large bomb being drop creating a large
explosion which either damages or destroys nearly everything on the
screen.

     Graphics on Twin Hawk are exceptional - from the spinning
propellers of the plane to the shadows of your plane and its helpers,
everything in this game is highly detailed.  Tanks have camouflage
markings and all enemy vehicles are smoothly animated.  Background are
nicely done as well and exhibit a high level of detail.  Needless to
say, Twin Hawk does an excellent job of showcasing the Genesis' graphics
capabilities.

     Unfortunately, though, graphics are the only outstanding feature of
Twin Hawk.  While Toaplan made the game graphically exciting, they
failed to make other aspects of the game come alive.  For starters, the
sound in Twin Hawk does not vary much and in the entire game, there are
only four different songs for the background music.  The background
music is not very interesting and becomes obnoxious very quickly.  The
only other sounds in the game are the sound of your plane shooting and
the sounds of exploding enemies.  The sounds of the explosions, like the
background mu- sic, are cacophonous and do nothing to make me like this
game.

     Game play in Twin Hawk can best be summarized as monotonous and
repetitive.  The entire game consists of shooting tanks and boats.
Unlike Sky Shark, Twin Hawk offers no enemy aircraft to shoot down.  To
make matters even worse, there are only four different levels in Twin
Hawk.  After finishing the fourth level, you are restarted at the first
level with the only difference in the game being that the enemy craft
move and shoot faster.  As an aside though, starting with the eighth
level, every four levels completed results in your plane being changed
from a biplane to a helicopter, jet, and finally spaceship with each
form being faster than the previous one.  However, the levels remain
unchanged as do the firepower of your plane.

     Overall, this game is not recommended since Toaplan has another game
scheduled for  release that is  similar to Twin Hawk but looks to be much
more interesting and fun (Fire Shark?  I forget the name - it was 
reviewed in one of the more recent issues of Electronic Gaming Monthly).

     Graphics  : 8
     Sound     : 5
     Gameplay  : 6 (much too repetitive)
     "Funness" : 5 (repetitiveness and obnoxious sound killed this one)
     Overall   : 6

    Twin Hawk (Dai Sen Puu), for the Sega Genesis, by Toaplan 
	(Japanese version reviewed, for the Megadrive)

-------------------------------------
 
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, Amiga, NEC TurboGrafix, and Apple IIgs.

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.

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